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----
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
cae3d4c6e8c76f3a9ac69cba5fdf56fff23e4839
3
2
2023-08-02T17:14:20Z
OliOliOnsiPree
2
fixed some of the top part
wikitext
text/x-wiki
----
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry| Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
84e2a832697f5aa2b7870d940cf769e7a3ead8ff
4
3
2023-08-02T17:15:12Z
OliOliOnsiPree
2
fixed link
wikitext
text/x-wiki
----
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
91723400822962cc5b534940f509f18e0aaf8de1
7
4
2023-08-02T20:32:34Z
OliOliOnsiPree
2
wikitext
text/x-wiki
----
You cna use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
2e1644c028466beade64ee464f09b9807a735da3
8
7
2023-08-02T20:34:26Z
OliOliOnsiPree
2
wikitext
text/x-wiki
----
You cna use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
c3148c2a1a9a3698776c2dc3c9d7e0b5d3d0727c
10
8
2023-08-03T00:41:24Z
OliOliOnsiPree
2
/* Ghetto Plants Chart: */
wikitext
text/x-wiki
----
You cna use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enyzme
|Enyzme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|N/A
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
89d06b2459849b426d6e0cd731e721c0ffe530cc
11
10
2023-08-13T06:09:42Z
OliOliOnsiPree
2
/* Food Chemistry */
wikitext
text/x-wiki
----
You cna use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enyzme
|Enyzme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
e7665e3f3443333e464b1ebdb557bfaa288a0fc4
12
11
2023-08-14T07:53:32Z
2603:6010:9945:1600:4B3:D41C:501:1C01
0
wikitext
text/x-wiki
----
You can use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enyzme
|Enyzme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|N/A
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
825f5901600ea65ce85726d1a7a59aac5852db28
20
12
2023-08-31T02:58:07Z
OliOliOnsiPree
2
/* Food Chemistry */
wikitext
text/x-wiki
----
You can use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enyzme
|Enyzme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|Heat to 353k
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
8ab71a04e244788658ed3170f41b5d0d33d43a87
21
20
2023-08-31T03:05:23Z
OliOliOnsiPree
2
/* Ghetto Plants Chart: */
wikitext
text/x-wiki
----
You can use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enzyme
|Enzyme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|Heat to 353k
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
892ef6a4df9fb98f3dc2a1fe74a6e60b2db50c96
22
21
2023-08-31T21:08:18Z
OliOliOnsiPree
2
/* Other Recipes */
wikitext
text/x-wiki
----
You can use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Calcium Carbonate
|1 parts Milk<br>1 part Carbon <br>3 parts Oxygen
Temperature 375k
|One of the recipes into making cement.
|0.4 units per tick
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Cement
|6 parts Calcium Carbonate
3 parts Silicon
1 part Iron
|One of the needed ingredients to make concrete and concrete shakes!
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Concrete
|1 part Cement <br>2 parts Water
7 parts Silicion
|Creates concrete bags.
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enzyme
|Enzyme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|Heat to 353k
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
2ab48ebeebe9bb86691ab53ca0a4b106278f6ae0
23
22
2023-08-31T21:10:54Z
OliOliOnsiPree
2
wikitext
text/x-wiki
----
You can use this on Coyote Downstreams: Such as Afterglow; Atom Bomb; and others.<br>
Please note that this one is for Atom Bomb and some notes will be mentioned in the tables if it works on other servers such as Afterglow and or others of coyotes. This will eventually go into separate pages at sometime however for now they will not be. Easier to read. Coyote has there own page most likely will be under: [[https://f13.miraheze.org/w/index.php?title=CoyoteChemistry Coyote Chemistry]] This page is basically Coyote Bayou Chemistry page but without most of the things that they still have. Such as the bad aphrodisiacs recipes and others.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Celugel
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Celugel
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|-
!Medicated Suture
|1 part Cellulose <br>1 part Formaldehyde <br> 1 part Polypyrylium Oligomers
|A suture infused with drugs that speed up wound healing of the treated laceration.
|Creates a Medicated Suture.
|N/A
|N/A
|-
!Suture
|1 part Cellulose <br>1 part Styptic Powder
|Basic sterile sutures used to seal up cuts and lacerations and stop bleeding.
|Creates a Suture
|N/A
|N/A
|-
!Advanced Regenerative Mesh
|1 part Cellulose <br> 1 part Aloe Juice <br> 1 part Sterilizine
|An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people.
|Creates Advanced Regenerative Mesh
|N/A
|N/A
|-
!Regenerative Mesh
|1 part Cellulose <br> 1 part Silver Sulfadiazine
|An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital.
|Creates Regenerative Mesh
|N/A
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Celugel
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|-
!Synthtissue
|1 part Synthflesh
0.1 part sugar
|Organ Damage / Limb Damage
|Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness)
|0.05 units per tick
|N/A
|N/A
|-
!Polypyrylium Oligomers
|Grown from Spaceman's Trumpet
|Lung damage / Brute
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals.
|0.25
|50 units
|N/A
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutriment 1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|-
!Med-X
|1 parts Epinephrine <br>1 parts Morphine <br>2 parts Datura Juice
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code)
|0.25 units per tick
|25 units
|15 units
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Calcium Carbonate
|1 parts Milk<br>1 part Carbon <br>3 parts Oxygen
Temperature 375k
|One of the recipes into making cement.
|0.4 units per tick
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Cement
|6 parts Calcium Carbonate
3 parts Silicon
1 part Iron
|One of the needed ingredients to make concrete and concrete shakes!
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Concrete
|1 part Cement <br>2 parts Water
7 parts Silicion
|Creates concrete bags.
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Uranium Solidification
|20 parts Uranium<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Uranium into a bar. Can not react in a body.
|N/A
|-
!Bluespace Solidification
|20 parts Bluespace<br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Preservahyde
|1 part Formaldehyde <br>1 part Bromine <br>1 part Water
|A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine.
|0.25
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs <br>Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|}
== Fermi-Chem ==
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Optimal Temp Min
!Optimal Temp Max
!Explode Temp
!Optimal pH Min
!Optimal pH Max
!Metabolism Rate
!Addiction
!Overdose Threshold
|-
!Jet
|1 part Nicotine <br>2 parts Milk <br>1 part Fuel <br>1 part Ethanol
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
|600
|675
|700
|7
|10
|N/A
|12.5 units
|20 units
|-
!Turbo
|1 part Cellulose <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
|410
|525
|585
|4
|7
|0.5
|9 units
|14 units
|-
!Psycho
|1 part Sulphuric acid <br>1 part Cave fungus juice <br>1 part Ash <br>1 part Methamphetamine
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
|223
|303
|323
|3
|6
|0.5
|12.5 units
|15 units
|-
!Buffout
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice
|A powerful steroid which increases the user's strength and endurance.
|165
|215
|223
|8
|11
|1.25
|11 units
|20 units
|-
!Med-X
|1 part Aranesp <br>1 part Phenol <br>1 part Heroin <br>1 part Stimpak
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code)
|780
|821
|824
|10
|14
|0.25
|15 units
|25 units
|-
!Cellulose Plasticization (Celugel)
|5 parts Lithium (Catalyst) <br>5 parts Chlorine (Catalyst) <br>1 part Cellulose <br>1 part Diethylamine <br>1 part Acetone <br>1 part Carbon Dioxide <br>0.5 part Acidic Buffer
|A plastic formed from esterized cellulose fibers. Organic!
|430
|520
|9999
|3
|6
|5
|N/A
|N/A
|-
!Acetic acid buffer
|1 part Saline-Glucose Solution <br>3 parts Ethanol <br>3 parts Oxygen <br>3 parts Water
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Ethyl Ethanoate buffer
|1 part Sulphuric acid (Catalyst) <br>1 part Lye <br>2 parts Ethanol <br>2 parts Water
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
|250
|500
|9999
|0
|14
|8
|N/A
|N/A
|-
!Yamerol
|1 part Perfluorodecalin <br>1 part Salbutamol <br>1 part Water
|For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues!
|300
|500
|800
|6.8
|7.2
|N/A
|N/A
|35
|-
!Artificial Zeolites
|1 part Potassium Iodine <br>1 part Aluminium <br>1 part Silicion <br>1 part Oxygen
|Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination.
|300
|900
|1000
|4.0
|6.0
|8
|N/A
|N/A
|}
== Ghetto Plants: ==
These are only Wasteland plants, more for tribalism and non chemistry chads.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
=== Ghetto Plants Chart: ===
{| class="wikitable sortable"
!Name
!Description
!Contains
!Grinds:
!Juices
!Distills
|-
!Punga Fruit
|A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive.
|0.1 part Punga Extract <br>.1 part Nutriment
|N/A
|Potassium Iodide
|Vodka
|-
!Xander Root
|Xander roots are large, hardy, turnip-like roots with mild healing properties.
|0.1 part Xander Juice <br>0.2 part Kelotane <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment
|N/A
|Xander Juice
|Şalgam
|-
!Broc Flower
|This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed.
|0.2 part Dexalin <br>0.05 part Saline-Glucose Solution <br>0.1 part Nutriment <br>0.1 part Bicaridine
|N/A
|Broc Juice
|Broc Brew
|-
!Buffalo Gourd
|A bitter tasting vine plant, with a watery fleshy texture.
|0.2 part Water <br>0.1 part Toxin
|N/A
|Lye
|Buffalo
|-
!Honey Mesquite
|The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes
|0.1 part Honey <br>0.05 part Nutriment
|N/A
|Honey
|Waster Mead
|-
!Pinyon Nuts
|The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food.
|0.05 part Nutriment <br>
|< + Flour
|N/A
|N/A
|-
!Prickly Pear Fruit
|Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur.
|0.02 part Nutriment <br>0.1 part Water <br>0.05 part Vitamin
|N/A
|Prickly Tea
|Pink Pulque
|-
!Datura
|The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies
|0.2 part Morphine <br>0.1 part Mushroom Hallucinogens <br>0.05 part Toxin <br>0.1 part Nutriment
|N/A
|Datura Juice
|Datura Tea
|-
!Coyote Tobacco Leaves
|This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes.
|0.1 part Nicotine <br>0.1 part Nutriment
|N/A
|Coyote Juice
|Deathroach
|-
!Banana Yucca Fruit
|The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion.
|0.1 part Nutriment <br>0.1 part Vitamin <br>0.1 part Banana Peel <br>0.2 part Saline-Glucose Solution
|N/A
|Yucca Juice
|Yucca Juice
|-
!Barrel Cactus Fruit
|Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible.
|0.1 part Nutriment <br>0.1 part Calomel
|N/A
|Fera Juice
|Yellow Pulque
|-
!Mutfruit
|Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation.
|0.05 part Vitamin <br>0.1 part Nutriment <br>0.15 part Radium
|N/A
|Mutfruit Juice
|Purple Cider
|-
!Cave Fungus
|Cave fungus is an edible mushroom which has the ability to purge bodily toxins."
|0.05 part Charcoal <br>0.05 part Mutadone
|N/A
|N/A
|Cave Fungus Juice
|-
!Glowing Fungus
|An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game)
|0.04 part Space Drugs <br>0.1 part Mindbreaker <br>0.1 part Mutagen <br>0.05 part Radium
|N/A
|N/A
|N/A
|-
!Agave Leaf
|A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body.
|0.1 part Kelotane <br>0.1 part Lipolicide
|N/A
|Agave Juice
|Tequila
|-
!Fever Blossom
|A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow)
|0.2 part Aphrodisiac <br>0.05 part Nutriment
|N/A
|Fever Blossom Juice
|Between the Sheets
|-
!White Horsenettle
|The tribes use these berries as a vegetable rennet.
|0.04 part Vitamin <br>0.1 part Nutriment <br>0.1 part Styptic Powder
|N/A
|Enzyme
|Enzyme
|}
=== Tribal Recipes: ===
Most of these are for composts, everything else when you find it ICly.
{| class="wikitable sortable"
!Name
!Recipe
!Description
|-
!Reactive Compost
|1 part Compost<br>1 part Mutfruit Juice<br>1 part Datura Tea
|Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. <br>Left 4 Zed for Tribals
|-
!Fortifying Compost
|1 part Compost <br>1 part Yucca Juice <br>1 part Tato Juice
|Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. <br>Enduro Grow for Tribals
|-
!Alacritous Compost
|1 part Compost <br>1 part Ash <br>1 part Pink Pulque
|A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. <br>Saltpetre for Tribals
|-
!Stabilizing Compost
|1 part Compost <br>1 part Honey <br>1 part Milk
|A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. <br>Stabilizer for Tribals
|}
== Ghetto Chemistry: ==
https://tgstation13.org/wiki/Guide_to_Ghetto_Chemistry
At the moment just follow this, only thing that isnt a thing on F13 is a few things on this page, other then that just ask feel free.
== Food Chemistry ==
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
{| class="wikitable sortable"
!Name
!Recipe
!Requires to Mix
!Description
|-
!Dough
|10 part Water<br>15 part Flour
|N/A
|Makes Dough
|-
!Cake Batter
|6 part Egg Yolk <br>12 part Egg Whites <br>15 part Flour<br>5 part Sugar
|N/A
|Makes Cake Batter
|-
!Cake Batter Vegan
|15 part Soymilk <br>15 part Flour <br>5 part Sugar
|N/A
|Makes Vegan Cake Batter
|-
!Rice Bowl
|10 part Rice <br>10 part Water
|Bowl
|Makes Rice Bowl
|-
!BBQ Sauce
|1 part Ash <br>1 part Tomato Juice <br>3 part Saline-Glucose Solution <br>1 part Black Pepper
|N/A
|Makes Barbacue Sauce
|-
!Butter
|1 part Milk
|Mix and Grinder
|Makes Butter
|-
!Margarine
|1 part Corn Oil <br>5 part Soy Milk <br>1 part Sodium Chloride (Salt)
|N/A
|Makes Margaine
|-
!Curd Cheese
|15 part Milk <br>5 part Flour <br>5 part Cream
|Heat to 353k
|Makes Curd Cheese
|-
!Mozzarella Cheese
|10 part Milk <br>10 part Cream <br>1 part Enzyme (catalyst)
|Heat to 353k
|Makes Mozzarella Cheese
|-
!Cheese Curds
|Microwave Curd Cheese
|N/A
|Makes Cheese Curds
|-
!Firm Cheese
|Dry Cheese Curds
|N/A
|Makes Firm Cheese
|-
!Olive Oil
|4 part Olive Paste <br>1 part Water
|N/A
|Makes Olive Oil
|-
!Vinegar
|1 part Wine <br>1 part Water <br>1 part Sugar
|N/A
|Makes Vinegar
|-
!Mayonnaise
|1 part Eggyolk
|Mix and Grinder
|Makes Mayo
|-
!Whipped Cream
|1 part Cream
|Mix and Grinder
|Makes Whipped Cream
|}
== Resources: ==
Please do note this page is for Atom Bomb and some of these might be slightly off. If anything is not used on Afterglow will be marked by () and other ways. Below is wiki's to others if they are still available will be linked.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
https://www.coyotebayou.com/index.php/Guide_to_Chemistry
https://github.com/Afterglow-Ss13/afterglow-ss13
4c70fd2428de36821615c2afa8eba9e49b834b38
CoyoteChemistry
0
3
5
2023-08-02T20:27:28Z
OliOliOnsiPree
2
Updated for Coyote Code
wikitext
text/x-wiki
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== [[File:ChemDispenser.png]] Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== [[File:ChemicalHeater.png]]Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== [[File:ChemicalRefinery.png]] [[File:PreWarRefinery.png]] Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== [[File:ChemGrinder.png]] Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== [[File:HVACsmoker.png]]HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Slime Jelly
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Slime Jelly
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Slime Jelly
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Med-X
|1 part Epinephrine <br>1 part Morphine <br>1 part Datura Juice <br>Heat to 451K
|Painkiller
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage.
|0.1 units per tick
|25 units
|15 units
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutrimentv1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Jet Inhalant
|2 parts Nicotine <br>2 parts milk <br>1 part Welding Fuel <br>1 part Ethanol <br>Heat to 625k
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
Explodes when heated to 700K or higher.
|0.2 units per tick
|20 units
|12.5 units
|-
!Turbo Inhalant
|1 part Cellulous <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet <br>Heat to 440K
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
Explodes when heated to 585K or higher.
|0.2 units per tick
|14 units
|9 units
|-
!Psycho Fluid
|1 part Sulphuric Acid <br>1 part Cave Fungus Juice <br>1 part Ash <br>1 part Methamphetamine <br>Chill to 250K
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
Explodes when heated to 303K or higher.
|0.2 units per tick
|15 units
|12.5 units
|-
!Buffout Powder
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice <br>Chill to 175K
|A powerful steroid which increases the user's strength and endurance.
Explodes at 223K or higher.
|0.5 units per tick
|20 units
|11 units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|-
!Crocin
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Water <br>Heat to 400k
|Naturally found in the crocus, gardenia and fever blossom flowers, this drug acts as a natural and safe aphrodisiac.
|0.2 units per tick
|-
!Hexacrocin
|6 parts Crocin <br>1 part Phenol <br>Heat to 400K
|Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals. Addiction withdrawals can cause brain damage and shortness of breath. Over dosage can lead to brain damage and a permanent increase in libido (commonly referred to as 'bimbofication'). Overdose and Addictions at 20 units
|0.2 units per tick
|-
!Camphor
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Sulfur <br>Heat to 400K
|Naturally found in some species of evergreen trees, camphor is a waxy substance. When ingested by most animals, it acts as an anaphrodisiac, reducing libido and calming them. Non-habit forming and not addictive.
|0.2 units per tick
|-
!Hexacamphor
|6 parts Camphor <br>1 part Acetone <br>Heat to 400K
|Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive. Overdose at 20 units.
|0.2 units per tick
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
=== Mutation Toxins ===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Slime Mutation Toxin
|Use Plasma on a green slime
|Mutagenic chemical that transforms into a slimeperson.
|-
!Lizard Mutation Toxin
|Use Radium on a green slime
|Transforms into a lizardperson.
|-
!Stable Mutation Toxin
|Use Blood on a green slime
|That transforms into a human.
|-
!Advanced Mutation Toxin
|Use Plasma on a black slime
|Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Mime's Bane
|1 part Mute Toxin <br>1 part Nothing <br>1 part Radium
|Gestures
|Makes the subject unable to gesticulate.
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Mulligan Toxin
|1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
|Identity
|Randomizes the subject's appearance.
|Infinite
|N/A
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tirizene
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Stamina Damage
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
|0.4 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs
Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Slime Jelly
|Grinding an unused slime extract
|Toxin
|The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Teslium
|1 Part Black Powder <br>1 Part Silver <br>1 Part Stable Plasma <br>Temperature 400K
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock
|0.2 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Pax
|1 part Mindbreaker Toxin <br>1 part Synaptizine <br>1 part Water
|Special
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work.
|0.1 units per tick
|N/A
|-
!Synthpax
|Peacekeeper Cyborgs
|Special
|Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!Liquid Electricity
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|}
== Ghetto Chemistry & Alchemy ==
Fancy machines and liquids with overcomplicated names are not the only ways to make medicine or drugs. Most of the healing medicines you'll ever need can simply be found in plants scattered throughout the wasteland. These can be either eaten or ground down and isolated into the different chemicals they contain inside them. This can be done with a grinder, a beaker, and a refinery easily enough. However not everyone has the luxury of Pre-War or even "modern" chemistry.
=== What you'll need. ===
For the average inhabitant of the wasteland a simple mortar and pestle are not hard to come across. They can be crafted out of the bones of creatures you kill out in the wastes. A privative device to separate chemicals can be made to, should you want to remove any poisons from your concoction.
[[File:Pestle.png|left|frameless]]
[[File:Mortar.png|left|frameless]]
The mortar is like a grinder that you use in your hand. Simply put the plants you want to grind into the mortar, then click it with the pestle. By default the plants will be turned into Juice. If you want to process inserted items into chemical reagents instead, Simply Alt+Click the Mortar while it's in your hand. A mortar can hold 120 units of liquid.
[[File:ChemicalIsolator.png|left|frameless]]
The chemical separator is a primitive device that lets you separate reagents from one another. Useful if you want to remove toxins or other contaminants that would otherwise poorly effect the mix you're trying to make. Simply pour the chemicals in, then Ctrl+Click the separator. It will then prompt you on what chemical reagent you want to remove. Once confirmed, the selected reagent will be removed.
For warming your chemicals you can use things like torches, lighters, or lite camp/bon fires. You ought to be careful mixing things that explode when overheated. These primitive methods of heating have little to no fine control over temperature.
=== For Tribal Shamans and Druids. ===
[[File:Alchemy Table.png|left|frameless]]
If you're playing as a tribal or have the relevant quirks, you'll have access to Alchemy. Alchemy is the logical extension to Ghetto-chem. Instead of the Refineries and chemical dispensers you have the alchemy table and the plants of the wasteland at your disposal. Alchemy tables don't have the ability to make pills or stimpaks like their modern counterparts. However they do have the ability to make larger Bottles of healing potions and bags of healing powder to make use of.
=== Starters guide to Alchemy ===
So you're a new shaman and there's no one around to teach you how to alchemy? thankfully someone at least left you a note to help get you started. For the purposes of this mini-guide It's recommended you start as a job in the Sulphur-Bottom Tribe. This guarantees you a safe place to practice your craft with access to a Alchemy Table.
Firstly, if you don't have them already, you'll want to track down some bones and make yourself a Bone Mortar, Pestle. If you picked the Druid job you should start with these in your inventory. Having multiple Mortars is not a bad thing however, as they are more or less your beakers for mixing and processing chems.
Once your things are in order, Head out into the farm and collect yourself as many of the wild plants going there as you can.
Once you've collected your plants bring them over to your alchemy table. Use your mortar and Pestle to grind up one of your plants.
[[File:TribalCommuneFarm.png|right|frameless]]
Next place the mortar into the Alchemy table to see what reagents that plant has given you. Once your done go ahead and either empty the mortar, then try with the next type of plant. It's up to you, the Alchemist to work out what combinations of reagents are and aren't useful to a given powder or potion. The alchemy table can be used to discern the purpose of a given chemical or juice produced by each plant.
This guide wont spoil what can be found in every plant in the wasteland. However here are the general purposes of the healing plants given to you at round start in the tribal village.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
Now, once your comfortable working with these three starting plants, your next goal should be to start exploring what the other wild plants of the wasteland have to offer. Either grab a produce bag and go collect all the mutated plants you can get your grubby little paws on, or ask your tribes hunters to do it for you when they're out and about.
ebb0d391a135e734a5331f65156c42690f8ff845
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2023-08-02T20:29:48Z
OliOliOnsiPree
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wikitext
text/x-wiki
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.
This is raw and unedited from Coyote Wiki when it was a thing.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== [[File:ChemDispenser.png]] Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== [[File:ChemicalHeater.png]]Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== [[File:ChemicalRefinery.png]] [[File:PreWarRefinery.png]] Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== [[File:ChemGrinder.png]] Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== [[File:HVACsmoker.png]]HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Slime Jelly
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Slime Jelly
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Slime Jelly
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Med-X
|1 part Epinephrine <br>1 part Morphine <br>1 part Datura Juice <br>Heat to 451K
|Painkiller
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage.
|0.1 units per tick
|25 units
|15 units
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutrimentv1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Jet Inhalant
|2 parts Nicotine <br>2 parts milk <br>1 part Welding Fuel <br>1 part Ethanol <br>Heat to 625k
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
Explodes when heated to 700K or higher.
|0.2 units per tick
|20 units
|12.5 units
|-
!Turbo Inhalant
|1 part Cellulous <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet <br>Heat to 440K
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
Explodes when heated to 585K or higher.
|0.2 units per tick
|14 units
|9 units
|-
!Psycho Fluid
|1 part Sulphuric Acid <br>1 part Cave Fungus Juice <br>1 part Ash <br>1 part Methamphetamine <br>Chill to 250K
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
Explodes when heated to 303K or higher.
|0.2 units per tick
|15 units
|12.5 units
|-
!Buffout Powder
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice <br>Chill to 175K
|A powerful steroid which increases the user's strength and endurance.
Explodes at 223K or higher.
|0.5 units per tick
|20 units
|11 units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|-
!Crocin
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Water <br>Heat to 400k
|Naturally found in the crocus, gardenia and fever blossom flowers, this drug acts as a natural and safe aphrodisiac.
|0.2 units per tick
|-
!Hexacrocin
|6 parts Crocin <br>1 part Phenol <br>Heat to 400K
|Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals. Addiction withdrawals can cause brain damage and shortness of breath. Over dosage can lead to brain damage and a permanent increase in libido (commonly referred to as 'bimbofication'). Overdose and Addictions at 20 units
|0.2 units per tick
|-
!Camphor
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Sulfur <br>Heat to 400K
|Naturally found in some species of evergreen trees, camphor is a waxy substance. When ingested by most animals, it acts as an anaphrodisiac, reducing libido and calming them. Non-habit forming and not addictive.
|0.2 units per tick
|-
!Hexacamphor
|6 parts Camphor <br>1 part Acetone <br>Heat to 400K
|Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive. Overdose at 20 units.
|0.2 units per tick
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
=== Mutation Toxins ===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Slime Mutation Toxin
|Use Plasma on a green slime
|Mutagenic chemical that transforms into a slimeperson.
|-
!Lizard Mutation Toxin
|Use Radium on a green slime
|Transforms into a lizardperson.
|-
!Stable Mutation Toxin
|Use Blood on a green slime
|That transforms into a human.
|-
!Advanced Mutation Toxin
|Use Plasma on a black slime
|Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Mime's Bane
|1 part Mute Toxin <br>1 part Nothing <br>1 part Radium
|Gestures
|Makes the subject unable to gesticulate.
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Mulligan Toxin
|1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
|Identity
|Randomizes the subject's appearance.
|Infinite
|N/A
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tirizene
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Stamina Damage
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
|0.4 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs
Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Slime Jelly
|Grinding an unused slime extract
|Toxin
|The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Teslium
|1 Part Black Powder <br>1 Part Silver <br>1 Part Stable Plasma <br>Temperature 400K
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock
|0.2 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Pax
|1 part Mindbreaker Toxin <br>1 part Synaptizine <br>1 part Water
|Special
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work.
|0.1 units per tick
|N/A
|-
!Synthpax
|Peacekeeper Cyborgs
|Special
|Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!Liquid Electricity
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|}
== Ghetto Chemistry & Alchemy ==
Fancy machines and liquids with overcomplicated names are not the only ways to make medicine or drugs. Most of the healing medicines you'll ever need can simply be found in plants scattered throughout the wasteland. These can be either eaten or ground down and isolated into the different chemicals they contain inside them. This can be done with a grinder, a beaker, and a refinery easily enough. However not everyone has the luxury of Pre-War or even "modern" chemistry.
=== What you'll need. ===
For the average inhabitant of the wasteland a simple mortar and pestle are not hard to come across. They can be crafted out of the bones of creatures you kill out in the wastes. A privative device to separate chemicals can be made to, should you want to remove any poisons from your concoction.
[[File:Pestle.png|left|frameless]]
[[File:Mortar.png|left|frameless]]
The mortar is like a grinder that you use in your hand. Simply put the plants you want to grind into the mortar, then click it with the pestle. By default the plants will be turned into Juice. If you want to process inserted items into chemical reagents instead, Simply Alt+Click the Mortar while it's in your hand. A mortar can hold 120 units of liquid.
[[File:ChemicalIsolator.png|left|frameless]]
The chemical separator is a primitive device that lets you separate reagents from one another. Useful if you want to remove toxins or other contaminants that would otherwise poorly effect the mix you're trying to make. Simply pour the chemicals in, then Ctrl+Click the separator. It will then prompt you on what chemical reagent you want to remove. Once confirmed, the selected reagent will be removed.
For warming your chemicals you can use things like torches, lighters, or lite camp/bon fires. You ought to be careful mixing things that explode when overheated. These primitive methods of heating have little to no fine control over temperature.
=== For Tribal Shamans and Druids. ===
[[File:Alchemy Table.png|left|frameless]]
If you're playing as a tribal or have the relevant quirks, you'll have access to Alchemy. Alchemy is the logical extension to Ghetto-chem. Instead of the Refineries and chemical dispensers you have the alchemy table and the plants of the wasteland at your disposal. Alchemy tables don't have the ability to make pills or stimpaks like their modern counterparts. However they do have the ability to make larger Bottles of healing potions and bags of healing powder to make use of.
=== Starters guide to Alchemy ===
So you're a new shaman and there's no one around to teach you how to alchemy? thankfully someone at least left you a note to help get you started. For the purposes of this mini-guide It's recommended you start as a job in the Sulphur-Bottom Tribe. This guarantees you a safe place to practice your craft with access to a Alchemy Table.
Firstly, if you don't have them already, you'll want to track down some bones and make yourself a Bone Mortar, Pestle. If you picked the Druid job you should start with these in your inventory. Having multiple Mortars is not a bad thing however, as they are more or less your beakers for mixing and processing chems.
Once your things are in order, Head out into the farm and collect yourself as many of the wild plants going there as you can.
Once you've collected your plants bring them over to your alchemy table. Use your mortar and Pestle to grind up one of your plants.
[[File:TribalCommuneFarm.png|right|frameless]]
Next place the mortar into the Alchemy table to see what reagents that plant has given you. Once your done go ahead and either empty the mortar, then try with the next type of plant. It's up to you, the Alchemist to work out what combinations of reagents are and aren't useful to a given powder or potion. The alchemy table can be used to discern the purpose of a given chemical or juice produced by each plant.
This guide wont spoil what can be found in every plant in the wasteland. However here are the general purposes of the healing plants given to you at round start in the tribal village.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
Now, once your comfortable working with these three starting plants, your next goal should be to start exploring what the other wild plants of the wasteland have to offer. Either grab a produce bag and go collect all the mutated plants you can get your grubby little paws on, or ask your tribes hunters to do it for you when they're out and about.
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wikitext
text/x-wiki
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.
This is raw and unedited from Coyote Wiki when it was a thing.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Slime Jelly
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Slime Jelly
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Slime Jelly
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Med-X
|1 part Epinephrine <br>1 part Morphine <br>1 part Datura Juice <br>Heat to 451K
|Painkiller
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage.
|0.1 units per tick
|25 units
|15 units
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutrimentv1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Jet Inhalant
|2 parts Nicotine <br>2 parts milk <br>1 part Welding Fuel <br>1 part Ethanol <br>Heat to 625k
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
Explodes when heated to 700K or higher.
|0.2 units per tick
|20 units
|12.5 units
|-
!Turbo Inhalant
|1 part Cellulous <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet <br>Heat to 440K
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
Explodes when heated to 585K or higher.
|0.2 units per tick
|14 units
|9 units
|-
!Psycho Fluid
|1 part Sulphuric Acid <br>1 part Cave Fungus Juice <br>1 part Ash <br>1 part Methamphetamine <br>Chill to 250K
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
Explodes when heated to 303K or higher.
|0.2 units per tick
|15 units
|12.5 units
|-
!Buffout Powder
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice <br>Chill to 175K
|A powerful steroid which increases the user's strength and endurance.
Explodes at 223K or higher.
|0.5 units per tick
|20 units
|11 units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|-
!Crocin
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Water <br>Heat to 400k
|Naturally found in the crocus, gardenia and fever blossom flowers, this drug acts as a natural and safe aphrodisiac.
|0.2 units per tick
|-
!Hexacrocin
|6 parts Crocin <br>1 part Phenol <br>Heat to 400K
|Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals. Addiction withdrawals can cause brain damage and shortness of breath. Over dosage can lead to brain damage and a permanent increase in libido (commonly referred to as 'bimbofication'). Overdose and Addictions at 20 units
|0.2 units per tick
|-
!Camphor
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Sulfur <br>Heat to 400K
|Naturally found in some species of evergreen trees, camphor is a waxy substance. When ingested by most animals, it acts as an anaphrodisiac, reducing libido and calming them. Non-habit forming and not addictive.
|0.2 units per tick
|-
!Hexacamphor
|6 parts Camphor <br>1 part Acetone <br>Heat to 400K
|Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive. Overdose at 20 units.
|0.2 units per tick
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
=== Mutation Toxins ===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Slime Mutation Toxin
|Use Plasma on a green slime
|Mutagenic chemical that transforms into a slimeperson.
|-
!Lizard Mutation Toxin
|Use Radium on a green slime
|Transforms into a lizardperson.
|-
!Stable Mutation Toxin
|Use Blood on a green slime
|That transforms into a human.
|-
!Advanced Mutation Toxin
|Use Plasma on a black slime
|Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Mime's Bane
|1 part Mute Toxin <br>1 part Nothing <br>1 part Radium
|Gestures
|Makes the subject unable to gesticulate.
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Mulligan Toxin
|1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
|Identity
|Randomizes the subject's appearance.
|Infinite
|N/A
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tirizene
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Stamina Damage
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
|0.4 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs
Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Slime Jelly
|Grinding an unused slime extract
|Toxin
|The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Teslium
|1 Part Black Powder <br>1 Part Silver <br>1 Part Stable Plasma <br>Temperature 400K
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock
|0.2 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Pax
|1 part Mindbreaker Toxin <br>1 part Synaptizine <br>1 part Water
|Special
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work.
|0.1 units per tick
|N/A
|-
!Synthpax
|Peacekeeper Cyborgs
|Special
|Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!Liquid Electricity
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|}
== Ghetto Chemistry & Alchemy ==
Fancy machines and liquids with overcomplicated names are not the only ways to make medicine or drugs. Most of the healing medicines you'll ever need can simply be found in plants scattered throughout the wasteland. These can be either eaten or ground down and isolated into the different chemicals they contain inside them. This can be done with a grinder, a beaker, and a refinery easily enough. However not everyone has the luxury of Pre-War or even "modern" chemistry.
=== What you'll need. ===
For the average inhabitant of the wasteland a simple mortar and pestle are not hard to come across. They can be crafted out of the bones of creatures you kill out in the wastes. A privative device to separate chemicals can be made to, should you want to remove any poisons from your concoction.
The mortar is like a grinder that you use in your hand. Simply put the plants you want to grind into the mortar, then click it with the pestle. By default the plants will be turned into Juice. If you want to process inserted items into chemical reagents instead, Simply Alt+Click the Mortar while it's in your hand. A mortar can hold 120 units of liquid.
The chemical separator is a primitive device that lets you separate reagents from one another. Useful if you want to remove toxins or other contaminants that would otherwise poorly effect the mix you're trying to make. Simply pour the chemicals in, then Ctrl+Click the separator. It will then prompt you on what chemical reagent you want to remove. Once confirmed, the selected reagent will be removed.
For warming your chemicals you can use things like torches, lighters, or lite camp/bon fires. You ought to be careful mixing things that explode when overheated. These primitive methods of heating have little to no fine control over temperature.
=== For Tribal Shamans and Druids. ===
If you're playing as a tribal or have the relevant quirks, you'll have access to Alchemy. Alchemy is the logical extension to Ghetto-chem. Instead of the Refineries and chemical dispensers you have the alchemy table and the plants of the wasteland at your disposal. Alchemy tables don't have the ability to make pills or stimpaks like their modern counterparts. However they do have the ability to make larger Bottles of healing potions and bags of healing powder to make use of.
=== Starters guide to Alchemy ===
So you're a new shaman and there's no one around to teach you how to alchemy? thankfully someone at least left you a note to help get you started. For the purposes of this mini-guide It's recommended you start as a job in the Sulphur-Bottom Tribe. This guarantees you a safe place to practice your craft with access to a Alchemy Table.
Firstly, if you don't have them already, you'll want to track down some bones and make yourself a Bone Mortar, Pestle. If you picked the Druid job you should start with these in your inventory. Having multiple Mortars is not a bad thing however, as they are more or less your beakers for mixing and processing chems.
Once your things are in order, Head out into the farm and collect yourself as many of the wild plants going there as you can.
Once you've collected your plants bring them over to your alchemy table. Use your mortar and Pestle to grind up one of your plants.
[[File:TribalCommuneFarm.png|right|frameless]]
Next place the mortar into the Alchemy table to see what reagents that plant has given you. Once your done go ahead and either empty the mortar, then try with the next type of plant. It's up to you, the Alchemist to work out what combinations of reagents are and aren't useful to a given powder or potion. The alchemy table can be used to discern the purpose of a given chemical or juice produced by each plant.
This guide wont spoil what can be found in every plant in the wasteland. However here are the general purposes of the healing plants given to you at round start in the tribal village.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
Now, once your comfortable working with these three starting plants, your next goal should be to start exploring what the other wild plants of the wasteland have to offer. Either grab a produce bag and go collect all the mutated plants you can get your grubby little paws on, or ask your tribes hunters to do it for you when they're out and about.
23b0947728adcf2e47986a1d1486731531be2212
27
26
2023-08-31T21:15:53Z
OliOliOnsiPree
2
/* Starters guide to Alchemy */
wikitext
text/x-wiki
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.
This is raw and unedited from Coyote Wiki when it was a thing.
== Machinery ==
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
=== Chemical Dispensers ===
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
=== Chemical Heaters ===
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
=== Chemical Refineries. ===
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
=== Grinders and Blenders. ===
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
=== HVAC or Smoke machines. ===
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
== Metabolism ==
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
== Active Pure chemical Reagents. ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
* '''Chlorine''': Causes 1 brute damage per tick to a random body part.
* '''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Ethanol''': A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
* '''Fluorine''': Causes 1 toxin damage per tick.
* '''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Plasma''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* '''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* '''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* '''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* '''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Ash
|1 part Oil <br>Temperature 480K
|Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|-
!Oil
|1 part Welding Fuel <br>1 part Carbon <br>1 part Hydrogen
|Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
|-
!Acetone
|1 part Oil <br>1 part Welding Fuel <br>1 part Oxygen
|Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
|-
!Diethylamine
|1 part Ammonia <br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
|-
!Phenol
|1 part Oil <br>1 part Chlorine <br>1 part Water
|Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
|-
!Ammonia
|3 parts Hydrogen <br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
|-
!Saltpetre
|3 parts Oxygen <br>1 part Potassium <br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
|-
!Lye
|1 part Sodium <br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in Soap.
|-
!Lye (Alternate Recipe)
|1 part Ash <br>1 part Water <br>1 part Carbon
|Ingredient in Soap. (Results in 2 units instead of 3)
|}
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
=== Core Healing Medicines ===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Silver Sulfadiazine
|1 part Ammonia <br>1 part Silver <br>1 part Sulfur <br>1 part Oxygen <br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage.
|0.4 units per tick
|N/A
|-
!Styptic Powder
|1 part Aluminium <br>1 part Hydrogen <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage.
|0.4 units per tick
|N/A
|-
!Saline-Glucose Solution
|1 part Sodium Chloride <br>1 part Water <br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|-
!Synthflesh
|1 part Styptic Powder <br>1 part Blood <br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream.
|0.4 units per tick
|N/A
|-
!Charcoal
|1 part Sodium Chloride <br>1 part Ash <br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|-
!Salbutamol
|1 part Salicyclic Acid <br>1 part Ammonia <br>1 part Aluminium <br>1 part Bromine <br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|-
!Bicaridine
|1 part Carbon <br>1 part Oxygen <br>1 part Sugar
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|-
!Kelotane
|1 part Carbon <br>1 part Silicon
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|-
!Anti-Toxin
|1 part Nitrogen <br>1 part Silicon <br>1 part Potassium
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|-
!Tricordrazine
|1 part Kelotane <br>1 part Bicaridine <br>1 part Anti-Toxin
|All types
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|30u
|-
!Regenerative Jelly
|1 part Tricordrazine <br>1 part Slime Jelly
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople.
|0.4 units per tick
|N/A
|-
!Cryoxadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Stable Plasma
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.
|0.4 units per tick
|N/A
|-
!Pyroxadone
|1 part Cryoxadone <br>1 part Slime Jelly
|All types
|Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople.
|0.4 units per tick
|N/A
|-
!Clonexadone
|1 part Cryoxadone <br>1 part Sodium <br>5 units Plasma (catalyst)
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes.
|0.6 units per tick
|N/A
|-
!Mannitol
|1 part Hydrogen <br>1 part Water <br>1 part Sugar
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!Neurine
|1 part Acetone <br>1 part Mannitol <br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin.
|0.4 units per tick
|N/A
|}
=== Superior Healing Medicines ===
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Salicyclic Acid
|1 part Phenol <br>1 part Sodium <br>1 part Carbon <br>1 part Oxygen <br>1 part Sulphuric Acid
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|25 Units
|-
!Oxandrolone
|3 parts Carbon <br>1 part Phenol <br>1 part Hydrogen <br>1 part Oxygen
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|25 Units
|-
!Omnizine
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|-
!Honey
|Beekeeping
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|-
!Earthsblood
|Grown from Ambrosia Gaia
|All damage types
|Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!Pentetic Acid
|1 part Cyanide <br>1 part Formaldehyde <br>1 part Ammonia <br>1 part Welding Fuel <br>1 part Sodium <br>1 part Chlorine
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|0.2 units per tick
|N/A
|-
!Perfluorodecalin
|1 part Oil <br>1 part Fluorine <br>1 part Hydrogen <br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!Atropine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ethanol <br>1 part Sulphuric Acid
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
|0.1 units per tick
|35 Units
|-
!Calomel
|1 part Mercury <br>1 part Chlorine <br>Temperature 374K
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|0.2 units per tick
|N/A
|-
!Mutadone
|1 part Acetone <br>1 part Unstable Mutagen <br>1 part Bromine
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|-
!Stimfluid
|1 part Bicaradine <br>1 part Kelotane <br>1 part Silver Sulfadiazine <br>1 part Styptic Powder <br>Heat to 475K
|Brute, burn.
|A cocktail of advanced medicines designed to rapidly heal wounds.
|2 units per tick
|60 units
|}
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
{| class="wikitable sortable"
!Name
!Recipe
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Potassium Iodide
|1 part Potassium <br>1 part Iodine
|Radiation
|Reduces low radiation damage very effectively.
|0.8 units per tick
|N/A
|N/A
|-
!Ephedrine
|1 part Diethylamine <br>1 part Oil <br>1 part Hydrogen <br>1 part Sugar
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
|0.2 units per tick
|30 Units
|25 Units
|-
!Diphenhydramine
|1 part Diethylamine <br>1 part Oil <br>1 part Bromine <br>1 part Carbon <br>1 part Ethanol
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|N/A
|N/A
|-
!Oculine
|1 part Charcoal <br>1 part Carbon <br>1 part Hydrogen
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means.
|0.1 units per tick
|N/A
|N/A
|-
!Inacusiate
|1 part Charcoal <br>1 part Carbon <br>1 part Water
|Ear
|Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|N/A
|-
!Epinephrine
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Chlorine <br>1 part Hydrogen <br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|30 Units
|N/A
|-
!Antihol
|1 part Charcoal <br>1 part Copper <br>1 part Ethanol
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.
|0.4 units per tick
|N/A
|N/A
|-
!Stimulants
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|-
!Insulin
|Found in NanoMed Plus
|Sugar Dependency
|Increases sugar depletion.
|0.2 units per tick
|N/A
|N/A
|-
!Strange Reagent
|1 part Unstable Mutagen <br>1 part Omnizine <br>1 part Holy Water
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either.
|0.4 units per tick
|N/A
|N/A
|-
!Life
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Blood <br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Life (Friendly)
|1 part Strange Reagent <br>1 part Synthflesh <br>1 part Sugar <br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!Synaptizine
|1 part Sugar <br>1 part Lithium <br>1 part Water
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|0.4 units per tick
|N/A
|N/A
|-
!Rezadone
|1 part Carpotoxin <br>1 part Cryptobiolin <br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!Penicillin
|1 part Epinephrine <br>1 part Cryptobiolin
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.
|0.04 units per tick
|N/A
|N/A
|-
!Miner's Salve
|1 Part Oil <br>1 part Iron <br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|N/A
|N/A
|-
!Haloperidol
|1 part Oil <br>1 part Potassium Iodide <br>1 part Aluminium <br>1 part Chlorine <br>1 part Fluorine
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|0.16 units per tick
|N/A
|N/A
|-
!Leporazine
|1 part Copper <br>1 part Silicon <br>5 units Plasma (catalyst)
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|0.4 units per tick
|N/A
|N/A
|-
!Corazone
|2 parts Phenol <br>1 part Lithium
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|N/A
|N/A
|-
!Psicodine
|2 parts Mannitol <br>1 part Impedrezene <br>2 parts Water
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick.
|0.1 units per tick
|30 units
|N/A
|-
!Energized Jelly
|1 part Teslium <br>1 part Slime Jelly
|Stun
|Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!Med-X
|1 part Epinephrine <br>1 part Morphine <br>1 part Datura Juice <br>Heat to 451K
|Painkiller
|Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage.
|0.1 units per tick
|25 units
|15 units
|-
!Mentat Powder
|1 part Neurine <br>1 part Cellulose <br>Heat to 451K
|Eye, Brain.
|A powerful drug that heals and increases the perception and intelligence of the user.
|0.4 units per tick
|25 units
|15 units
|}
=== Non-craftable Medicines ===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable"
!Name
!Treatment for
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Dexalin
|Suffocation
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!Lavaland Extract
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|-
!Fixer Powder
|Toxin, Addiction.
|Treats addictions while also purging other chemicals from the body. Side effects include nausea.
|0.4 units per tick
|N/A
|N/A
|-
!Rad-X
| -
|Insulates the user against radiation. Best used before exposure, does not actually treat radiation.
|0.2 units per tick
|N/A
|N/A
|-
!Radaway
|Radiation
|A potent anti-radiation drug.
|0.8 units per tick
|N/A
|N/A
|}
== Narcotics ==
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
!Overdose Threshold
!Addiction Threshold
|-
!Nicotine
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.
|0.05 units per tick
|15 Units
|10 Units
|-
!Krokodil
|1 part Diphenhydramine <br>1 part Morphine <br>1 part Space Cleaner <br>1 part Phosphorus <br>1 part Potassium <br>1 part Welding Fuel <br>Temperature 390K
|Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|0.2 units per tick
|20 Units
|15 Units
|-
!Crank
|1 part Diphenhydramine <br>1 part Ammonia <br>1 part Lithium <br>1 part Sulphuric Acid <br>1 part Welding Fuel <br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|0.2 units per tick
|20 Units
|10 Units
|-
!Methamphetamine
|1 part Ephedrine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|0.3 units per tick
|20 Units
|10 Units
|-
!Bath Salts
|1 part Saltpetre <br>1 part Space Cleaner <br>1 part Bad Food <br>1 part Enzyme <br>1 part Nutrimentv1 part Tea <br>1 part Mercury <br>Temperature 374K
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|0.2 units per tick
|20 Units
|10 Units
|-
!Aranesp
|1 part Epinephrine <br>1 part Atropine <br>1 part Morphine
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|0.2 units per tick
|N/A
|N/A
|-
!Happiness
|2 parts Nitrous Oxide <br>1 part Epinephrine <br>1 part Ethanol <br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
!Modafinil
|1 part Acetone <br>1 part Diethylamine <br>1 part Phenol <br>1 part Ammonia <br>1 part Sulphuric acid <br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|-
!Space Drugs
|1 part Lithium <br>1 part Mercury <br>1 part Sugar
|An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations.
|0.2 units per tick
|30 Units
|N/A
|-
!Morphine
|2 parts Carbon <br>2 parts Hydrogen <br>1 part Ethanol <br>1 part Oxygen <br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
|0.2 units per tick
|30 Units
|25 Units
|-
!Jet Inhalant
|2 parts Nicotine <br>2 parts milk <br>1 part Welding Fuel <br>1 part Ethanol <br>Heat to 625k
|A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive.
Explodes when heated to 700K or higher.
|0.2 units per tick
|20 units
|12.5 units
|-
!Turbo Inhalant
|1 part Cellulous <br>1 part Cyanide <br>1 part Broc Juice <br>1 part Jet <br>Heat to 440K
|A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed.
Explodes when heated to 585K or higher.
|0.2 units per tick
|14 units
|9 units
|-
!Psycho Fluid
|1 part Sulphuric Acid <br>1 part Cave Fungus Juice <br>1 part Ash <br>1 part Methamphetamine <br>Chill to 250K
|Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction.
Explodes when heated to 303K or higher.
|0.2 units per tick
|15 units
|12.5 units
|-
!Buffout Powder
|1 part Sugar <br>1 part Phosphorus <br>1 part Sulfur <br>1 part Crank <br>1 part Carbon Dioxide <br>1 part Nitrous Oxide <br>1 part Yucca Juice <br>Chill to 175K
|A powerful steroid which increases the user's strength and endurance.
Explodes at 223K or higher.
|0.5 units per tick
|20 units
|11 units
|-
!Steady Fluid
|Only created by crafting.
|A potent, untested drug which increases the user's accuracy.
|0.32 units per tick
|20 units
|9 units
|-
!Getaway
|2 parts Moon Sugar <br>5 parts Morphine
|A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility.
|0.2 units per tick
|N/A
|1 unit
|}
== Pyrotechnics ==
The manipulation of fire and matter.
{| class="wikitable sortable"
!Name
!Recipe
!Description
!Metabolism Rate
|-
!Stabilizing Agent
|1 part Iron <br>1 part Oxygen <br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|-
!Fluorosurfactant
|2 parts Carbon <br>2 parts Fluorine <br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|0.4 units per tick
|-
!Smoke
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
|N/A
|-
!Smoke Powder
|1 part Phosphorous <br>1 part Potassium <br>1 part Sugar
1 part Stabilizing Agent (catalyst)
|The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|0.4 units per tick
|-
!Flash Powder
|1 part Aluminium <br>1 part Potassium <br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Phlogiston
|1 part Phosphorus <br>1 part Sulphuric Acid <br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
|0.4 units per tick
|-
!Napalm
|1 part Oil <br>1 part Welding Fuel <br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
!Sonic Powder
|1 part Oxygen <br>1 part Cola <br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate.
|0.4 units per tick
|-
!Pyrosium
|1 part Stable Plasma <br>1 part Radium <br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|0.2 units per tick
|-
!Cryostylane
|1 part Water <br>1 part Stable Plasma <br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|0.2 units per tick
|-
!Chlorine Trifluoride
|3 parts Fluorine <br>1 part Chlorine <br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|-
!Sorium
|1 part Carbon <br>1 part Mercury <br>1 part Nitrogen <br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Liquid Dark Matter
|1 part Carbon <br>1 part Stable Plasma <br>1 part Radium
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
|0.4 units per tick
|-
!Meth Explosion
|1 part Diethylamine <br>1 part Hydrogen <br>1 part Iodine <br>1 part Phosphorus <br>Temperature 300K
|Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
|N/A
|-
!Black Powder
|1 part Charcoal <br>1 part Saltpetre <br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|-
!Nitroglycerin
|1 part Glycerol <br>1 part Fluorosulfuric Acid <br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!Explosion
|1 part Potassium <br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production.
|N/A
|-
!Holy Explosion
|1 part Potassium <br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|-
!EMP
|1 part Iron <br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|-
!Bee Explosion (Beesplosion)
|1 part Honey <br>1 part Strange Reagent <br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|N/A
|-
!Tesla Shock
|1 part Teslium <br>1 part Water <br>Or heating Teslium to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
!Thermite
|1 part Aluminium <br>1 part Iron <br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
== Other Recipes ==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable"
!Name
!Formula
!Description
!Metabolism Rate
|-
!Barber's Aid
|1 part Carpet <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Bluespace Dust
|Grind a Quantum Mesh
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|-
!Concentrated Barber's Aid
|1 part Barber's Aid <br>1 part Unstable Mutagen
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|-
!Candle
|10 parts Liquid Gibs <br>10 parts Oxygen <br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|N/A
|-
!Carbon Dioxide
|2 parts Oxygen <br>1 part Carbon <br>Temperature 777K
|Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|0.4 units per tick
|-
!Carpet
|1 part Space Drugs
1 part Blood
|Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
|0.4 units per tick
|-
!Colorful Reagent
|1 part Triple Citrus <br>1 part Cryoxadone <br>1 part Space Drugs <br>1 part Radium <br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
|0.4 units per tick
|-
!Condensed Capsaicin
|5 parts Ethanol <br>1 part Capsaicin Oil
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!Corgium
|1 part Colorful Reagent <br>1 part Strange Reagent <br>1 part Nutriment <br>1 part Blood <br>Temperature 374K
|Creates your own Corgi!
|N/A
|-
!Cryptobiolin
|1 part Oxygen <br>1 part Potassium <br>1 part Sugar
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
|-
!Drying Agent
|2 parts Stable Plasma <br>1 part Ethanol <br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|-
!Foaming Agent
|1 part Lithium <br>1 part Hydrogen
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
!Firefighting Foam
|1 part Stabilizing Agent <br>1 part Fluorosurfactant <br>1 part Carbon <br>Temperature '''below''' 200K
|When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!Glycerol
|3 parts Corn Oil <br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!Quantum Hair Dye
|1 part Colorful Reagent <br>1 part Space Drugs <br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|-
!Laughter
|1 part Sugar <br>1 part Banana Juice
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|-
!Meat Product
|10 parts Liquid Gibs <br>10 parts Nutriment <br>10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|N/A
|-
!Metal Foam
|3 parts Iron/Aluminium <br>1 part Foaming Agent <br>1 part Fluorosulfuric Acid
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Smart Foaming Agent
|3 parts Foaming Agent <br>1 part Acetone <br>1 part Iron
|Required to make smart metal foam.
|0.4 units per tick
|-
!Smart Metal Foam
|3 parts Aluminium <br>1 part Smart Foaming Agent <br>1 parts Fluorosulfuric Acid
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|N/A
|-
!Nitrous Oxide
|2 parts Ammonia <br>2 parts Oxygen <br>1 part Nitrogen <br>Temperature 525K
|Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|0.6 units per tick
|-
!Gold Solidification
|20 parts Gold <br>5 parts Frost Oil <br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|N/A
|-
!Plasma Solidification
|20 parts Plasma <br>5 parts Iron <br>5 parts Frost Oil
|Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
|N/A
|-
!Plastic Sheets
|5 parts Oil <br>3 parts Ash <br>2 parts Sulphuric Acid <br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.
|N/A
|-
!Royal Bee Jelly
|40 parts Honey <br>10 parts Unstable Mutagen
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|-
!Soap
|10 parts Lye <br>10 parts Liquid Gibs <br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|N/A
|-
!Sodium Chloride
|1 part Chlorine <br>1 part Sodium <br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles.
|0.4 units per tick
|-
!Space Cleaner
|1 part Ammonia <br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
!Spray Tan
|1 part Orange Juice <br>1 part Oil OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|0.4 units per tick
|-
!Space Lube
|1 part Oxygen <br>1 part Silicon <br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3)
|0.4 units per tick
|-
!Sterilizine
|1 part Charcoal <br>1 part Chlorine <br>1 part Ethanol
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
!Synthmeat
|5 parts Blood <br>1 part Cryoxadone
|Creates a slab of synthetic meat.
|N/A
|-
!Crocin
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Water <br>Heat to 400k
|Naturally found in the crocus, gardenia and fever blossom flowers, this drug acts as a natural and safe aphrodisiac.
|0.2 units per tick
|-
!Hexacrocin
|6 parts Crocin <br>1 part Phenol <br>Heat to 400K
|Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals. Addiction withdrawals can cause brain damage and shortness of breath. Over dosage can lead to brain damage and a permanent increase in libido (commonly referred to as 'bimbofication'). Overdose and Addictions at 20 units
|0.2 units per tick
|-
!Camphor
|2 parts Carbon <br>2 parts Hydrogen <br>2 parts Oxygen <br>1 part Sulfur <br>Heat to 400K
|Naturally found in some species of evergreen trees, camphor is a waxy substance. When ingested by most animals, it acts as an anaphrodisiac, reducing libido and calming them. Non-habit forming and not addictive.
|0.2 units per tick
|-
!Hexacamphor
|6 parts Camphor <br>1 part Acetone <br>Heat to 400K
|Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive. Overdose at 20 units.
|0.2 units per tick
|}
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Virus Rations
|1 part Virus food <br>1 part Synaptizine
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
!Virus Food
|5 parts Water <br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!Mutagenic Agar
|1 part Unstable Mutagen <br>1 part Virus food
|Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|-
!Sucrose Agar
|1 part Mutagenic agar <br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|-
!Weakened Virus Plasma
|1 part Virus plasma <br>1 part Synaptizine
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|-
!Virus Plasma
|1 part Virus food <br>1 part Plasma
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|-
!Decaying Uranium Gel
|1 part Virus food <br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
!Unstable Uranium Gel
|1 part Virus Plasma <br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
!Stable Uranium Gel
|1 part Plasma <br>10 parts Uranium <br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|}
=== Mutation Toxins ===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.
{| class="wikitable sortable"
!Name
!Formula
!Description
|-
!Slime Mutation Toxin
|Use Plasma on a green slime
|Mutagenic chemical that transforms into a slimeperson.
|-
!Lizard Mutation Toxin
|Use Radium on a green slime
|Transforms into a lizardperson.
|-
!Stable Mutation Toxin
|Use Blood on a green slime
|That transforms into a human.
|-
!Advanced Mutation Toxin
|Use Plasma on a black slime
|Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.
|}
== Toxins ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
{| class="wikitable sortable"
!Name
!Recipe
!Damage dealt
!Description
!Metabolism Rate
!Overdose Threshold
|-
!Toxin
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal 1.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Bad Food
|From eating poorly made food
|Toxin
|Will deal 0.5 toxin damage per tick.
|0.1 units per tick
|N/A
|-
!Chloral Hydrate
|3 parts Chlorine <br>1 part Ethanol <br>1 part Water
|Stun, Toxin
|A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|N/A
|-
!Mindbreaker Toxin
|1 part Charcoal <br>1 part Hydrogen <br>1 part Silicon
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!Impedrezene
|1 part Mercury <br>1 part Oxygen <br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|N/A
|-
!Mute Toxin
|2 parts Uranium <br>1 part Water <br>1 part Carbon
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|N/A
|-
!Mime's Bane
|1 part Mute Toxin <br>1 part Nothing <br>1 part Radium
|Gestures
|Makes the subject unable to gesticulate.
|0.4 units per tick
|N/A
|-
!Bone Hurting Juice
|3 parts Itching Powder <br>1 part Unstable Mutagen <br>1 part Milk
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!Mulligan Toxin
|1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
|Identity
|Randomizes the subject's appearance.
|Infinite
|N/A
|-
!Lexorin
|1 part Plasma <br>1 part Hydrogen <br>1 part Oxygen
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|0.4 units per tick
|N/A
|-
!Initropidril
|Poison Kit, Bioterror Spray
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|0.2 units per tick
|N/A
|-
!Tirizene
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Stamina Damage
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
|0.4 units per tick
|N/A
|-
!Tiring Solution
|Peacekeeper Cyborgs
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|N/A
|-
!Polonium
|Poison Kit, Bioterror Spray
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Pancuronium
|Poison Kit, Emagged Medibot
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|0.1 units per tick
|N/A
|-
!Sodium Thiopental
|Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you.
|0.3 units per tick
|N/A
|-
!Sulfonal
|1 part Acetone <br>1 part Diethylamine <br>1 part Sulfur
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|N/A
|-
!Amanitin
|Destroying Angel
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|0.2 units per tick
|N/A
|-
!Amatoxin
|Fly Amanita
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Unstable Mutagen
|1 part Chlorine <br>1 part Phosphorus <br>1 part Radium
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form.
|0.4 units per tick
|N/A
|-
!Lipolicide
|1 part Ephedrine <br>1 part Diethylamine <br>1 part Mercury
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|0.2 units per tick
|N/A
|-
!Coniine
|Death Berries, Bioterror Spray/Syringe
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin.
|0.024 units per tick
|N/A
|-
!Curare
|Poison Kit
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|N/A
|-
!Histamine
|Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|0.1 units per tick
|30 Units
|-
!Formaldehyde
|1 part Ethanol <br>1 part Oxygen <br>1 part Silver <br>Temperature 420K
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine.
|0.2 units per tick
|N/A
|-
!Venom
|Poison Kit, Bioterror Spray, Giant Spider bites
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|N/A
|-
!Fentanyl
|1 part Space Drugs
Temperature 674K
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|N/A
|-
!Cyanide
|1 part Oil <br>1 part Ammonia <br>1 part Oxygen <br>Temperature 380K
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|N/A
|-
!Carpotoxin
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat.
|0.4 units per tick
|N/A
|-
!Zombie Powder
|5 parts Morphine <br>5 parts Carpotoxin <br>5 parts Copper
|Fake death, stun
|Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!Ghoul Powder
|1 part Epinephrine <br>1 part Zombie Powder
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|0.4 units per tick
|N/A
|-
!Itching Powder
|1 part Charcoal <br>1 part Ammonia <br>1 part Welding Fuel
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine.
|0.2 units per tick
|N/A
|-
!Mint Toxin
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Instantly gibs fat people when ingested.
|0.4 units per tick
|N/A
|-
!Slime Jelly
|Grinding an unused slime extract
|Toxin
|The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!Frost Oil
|Blue Slimes or from grinding Ice Pepper
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.
|0.4 units per tick
|N/A
|-
!Heparin
|1 part Formaldehyde <br>1 Part Sodium <br>1 Part Chlorine <br>1 Part Lithium
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|0.08 units per tick
|N/A
|-
!Teslium
|1 Part Black Powder <br>1 Part Silver <br>1 Part Stable Plasma <br>Temperature 400K
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock
|0.2 units per tick
|N/A
|-
!Rotatium
|1 Part Teslium <br>1 Part Mindbreaker Toxin <br>1 Part Fentanyl
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|N/A
|-
!Skewium
|2 Parts Rotatium <br>2 Parts Plasma <br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!Spewium
|Poison Kit
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!Anacea
|1 Part Haloperidol <br>1 Part Impedrezene <br>1 Part Radium
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick.
|0.032 units per tick
|N/A
|-
!Fluorosulfuric Acid
|1 part Fluorine <br>1 part Hydrogen <br>1 part Potassium <br>1 part Sulphuric Acid <br>Temperature 380K
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!Weed Killer
|1 part Toxin <br>4 parts Ammonia
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|0.4 units per tick
|N/A
|-
!Pest Killer
|1 part Toxin <br>4 parts Ethanol
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick.
|0.4 units per tick.
|N/A
|-
!Plant-B-Gone
|1 part Toxin <br>4 parts Water
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick.
|0.4 units per tick
|N/A
|-
!Pax
|1 part Mindbreaker Toxin <br>1 part Synaptizine <br>1 part Water
|Special
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work.
|0.1 units per tick
|N/A
|-
!Synthpax
|Peacekeeper Cyborgs
|Special
|Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Dizzying Solution
|Peacekeeper Cyborgs
|Special
|Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs.
|0.6 units per tick
|N/A
|-
!Tranquility
|Gondola Meat
|Special
|Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!Liquid Electricity
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|}
== Ghetto Chemistry & Alchemy ==
Fancy machines and liquids with overcomplicated names are not the only ways to make medicine or drugs. Most of the healing medicines you'll ever need can simply be found in plants scattered throughout the wasteland. These can be either eaten or ground down and isolated into the different chemicals they contain inside them. This can be done with a grinder, a beaker, and a refinery easily enough. However not everyone has the luxury of Pre-War or even "modern" chemistry.
=== What you'll need. ===
For the average inhabitant of the wasteland a simple mortar and pestle are not hard to come across. They can be crafted out of the bones of creatures you kill out in the wastes. A privative device to separate chemicals can be made to, should you want to remove any poisons from your concoction.
The mortar is like a grinder that you use in your hand. Simply put the plants you want to grind into the mortar, then click it with the pestle. By default the plants will be turned into Juice. If you want to process inserted items into chemical reagents instead, Simply Alt+Click the Mortar while it's in your hand. A mortar can hold 120 units of liquid.
The chemical separator is a primitive device that lets you separate reagents from one another. Useful if you want to remove toxins or other contaminants that would otherwise poorly effect the mix you're trying to make. Simply pour the chemicals in, then Ctrl+Click the separator. It will then prompt you on what chemical reagent you want to remove. Once confirmed, the selected reagent will be removed.
For warming your chemicals you can use things like torches, lighters, or lite camp/bon fires. You ought to be careful mixing things that explode when overheated. These primitive methods of heating have little to no fine control over temperature.
=== For Tribal Shamans and Druids. ===
If you're playing as a tribal or have the relevant quirks, you'll have access to Alchemy. Alchemy is the logical extension to Ghetto-chem. Instead of the Refineries and chemical dispensers you have the alchemy table and the plants of the wasteland at your disposal. Alchemy tables don't have the ability to make pills or stimpaks like their modern counterparts. However they do have the ability to make larger Bottles of healing potions and bags of healing powder to make use of.
=== Starters guide to Alchemy ===
So you're a new shaman and there's no one around to teach you how to alchemy? thankfully someone at least left you a note to help get you started. For the purposes of this mini-guide It's recommended you start as a job in the Sulphur-Bottom Tribe. This guarantees you a safe place to practice your craft with access to a Alchemy Table.
Firstly, if you don't have them already, you'll want to track down some bones and make yourself a Bone Mortar, Pestle. If you picked the Druid job you should start with these in your inventory. Having multiple Mortars is not a bad thing however, as they are more or less your beakers for mixing and processing chems.
Once your things are in order, Head out into the farm and collect yourself as many of the wild plants going there as you can.
Once you've collected your plants bring them over to your alchemy table. Use your mortar and Pestle to grind up one of your plants.
Next place the mortar into the Alchemy table to see what reagents that plant has given you. Once your done go ahead and either empty the mortar, then try with the next type of plant. It's up to you, the Alchemist to work out what combinations of reagents are and aren't useful to a given powder or potion. The alchemy table can be used to discern the purpose of a given chemical or juice produced by each plant.
This guide wont spoil what can be found in every plant in the wasteland. However here are the general purposes of the healing plants given to you at round start in the tribal village.
* '''Punga Fruit:''' Useful for curing radiation and cleansing chemicals from the body.
* '''Broc Flower:''' Used in cures for brute damage and suffocation.
* '''Xander Root:''' Used in cures for burn damage and blood loss.
Now, once your comfortable working with these three starting plants, your next goal should be to start exploring what the other wild plants of the wasteland have to offer. Either grab a produce bag and go collect all the mutated plants you can get your grubby little paws on, or ask your tribes hunters to do it for you when they're out and about.
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Wayfarer Tribe
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==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
1. The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
2. The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
3. The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
4. With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
5. You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
On The Kin
6. You shall not abandon your kin.
7. You shall not harm your kin, unless in defence.
8. You shall not harm in vain.
9. You shall not steal.
10. You shall not break taboos, unless in ritual, with a purpose.
On The Outsider
11. An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
12. No Outsider may carry guns in the village.
13. If an Outsider copulates with our kin, they must marry into the tribe.
On Liberty
14. You shall not deprive anyone of their personal freedom.
15. You shall not subordinate your freedom to any person.
On Punishment
16. The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
17. The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
18. If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
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==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
1. The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
2. The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
3. The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
4. With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
5. You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
On The Kin
6. You shall not abandon your kin.
7. You shall not harm your kin, unless in defence.
8. You shall not harm in vain.
9. You shall not steal.
10. You shall not break taboos, unless in ritual, with a purpose.
On The Outsider
11. An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
12. No Outsider may carry guns in the village.
13. If an Outsider copulates with our kin, they must marry into the tribe.
On Liberty
14. You shall not deprive anyone of their personal freedom.
15. You shall not subordinate your freedom to any person.
On Punishment
16. The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
17. The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
18. If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
Below this one is a non-canon wayfarer god,
==== '''Noqtis''' ====
* Goddess of Purple
* Purple-Plant-Goddess
How to worship: ?
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
Wants more? [[Chemistry#Tribal Recipes:]]
== '''Resources''' ==
Examples of tribes in Fallout canon:
<nowiki>https://fallout.gamepedia.com/Tribes</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Primitive_Tribe</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Arroyo</nowiki>
<nowiki>https://fallout.gamepedia.com/Dead_Horses</nowiki>
<nowiki>https://fallout.gamepedia.com/White_Legs</nowiki>
<nowiki>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4769851/</nowiki>
<nowiki>https://en.wiktionary.org/wiki/Wiktionary:Main_Page</nowiki>
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==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
1. The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
2. The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
3. The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
4. With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
5. You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
On The Kin
6. You shall not abandon your kin.
7. You shall not harm your kin, unless in defence.
8. You shall not harm in vain.
9. You shall not steal.
10. You shall not break taboos, unless in ritual, with a purpose.
On The Outsider
11. An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
12. No Outsider may carry guns in the village.
13. If an Outsider copulates with our kin, they must marry into the tribe.
On Liberty
14. You shall not deprive anyone of their personal freedom.
15. You shall not subordinate your freedom to any person.
On Punishment
16. The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
17. The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
18. If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
Below this one is a non-canon wayfarer god,
==== '''Noqtis''' ====
* Goddess of Purple
* Purple-Plant-Goddess
How to worship: ?
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
Wants more? [[Chemistry#Tribal Recipes:]]
== '''Resources''' ==
Examples of tribes in Fallout canon:
https://desert-rose-fallout-13.fandom.com/wiki/Wayfarer_Tribe_Lore
<nowiki>https://fallout.gamepedia.com/Tribes</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Primitive_Tribe</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Arroyo</nowiki>
<nowiki>https://fallout.gamepedia.com/Dead_Horses</nowiki>
<nowiki>https://fallout.gamepedia.com/White_Legs</nowiki>
<nowiki>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4769851/</nowiki>
<nowiki>https://en.wiktionary.org/wiki/Wiktionary:Main_Page</nowiki>
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The Wayfarer tribe is a static headcanon primitive tribal faction written for the purposes of emulating the broad spectrum of different tribes in the Fallout universe. As primitive tribals, they must have a highly religious or mythologized view of the world in contrast to more cynical or secular worldviews held by other wastelanders. They lead simple lives, avoiding the use of modern technology due to a deep rooted taboo against it. They view the world through a mythologized lens and have an elaborate polytheistic religious system with a set of rites, rituals and traditions along with a pantheon and a society segregated into castes.
==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
1. The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
2. The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
3. The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
4. With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
5. You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
On The Kin
6. You shall not abandon your kin.
7. You shall not harm your kin, unless in defence.
8. You shall not harm in vain.
9. You shall not steal.
10. You shall not break taboos, unless in ritual, with a purpose.
On The Outsider
11. An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
12. No Outsider may carry guns in the village.
13. If an Outsider copulates with our kin, they must marry into the tribe.
On Liberty
14. You shall not deprive anyone of their personal freedom.
15. You shall not subordinate your freedom to any person.
On Punishment
16. The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
17. The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
18. If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
Below this one is a non-canon wayfarer god,
==== '''Noqtis''' ====
* Goddess of Purple
* Purple-Plant-Goddess
How to worship: ?
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
Wants more? [[Chemistry#Tribal Recipes:]]
== '''Resources''' ==
Examples of tribes in Fallout canon:
https://desert-rose-fallout-13.fandom.com/wiki/Wayfarer_Tribe_Lore
<nowiki>https://fallout.gamepedia.com/Tribes</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Primitive_Tribe</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Arroyo</nowiki>
<nowiki>https://fallout.gamepedia.com/Dead_Horses</nowiki>
<nowiki>https://fallout.gamepedia.com/White_Legs</nowiki>
<nowiki>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4769851/</nowiki>
<nowiki>https://en.wiktionary.org/wiki/Wiktionary:Main_Page</nowiki>
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You are welcome to use this as reference for tribals in F13 or anything else; this is basically copied article from the remaining wayfarer stuff any who.
The Wayfarer tribe is a static headcanon primitive tribal faction written for the purposes of emulating the broad spectrum of different tribes in the Fallout universe. As primitive tribals, they must have a highly religious or mythologized view of the world in contrast to more cynical or secular worldviews held by other wastelanders. They lead simple lives, avoiding the use of modern technology due to a deep rooted taboo against it. They view the world through a mythologized lens and have an elaborate polytheistic religious system with a set of rites, rituals and traditions along with a pantheon and a society segregated into castes.
==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
1. The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
2. The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
3. The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
4. With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
5. You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
On The Kin
6. You shall not abandon your kin.
7. You shall not harm your kin, unless in defence.
8. You shall not harm in vain.
9. You shall not steal.
10. You shall not break taboos, unless in ritual, with a purpose.
On The Outsider
11. An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
12. No Outsider may carry guns in the village.
13. If an Outsider copulates with our kin, they must marry into the tribe.
On Liberty
14. You shall not deprive anyone of their personal freedom.
15. You shall not subordinate your freedom to any person.
On Punishment
16. The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
17. The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
18. If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
Below this one is a non-canon wayfarer god,
==== '''Noqtis''' ====
* Goddess of Purple
* Purple-Plant-Goddess
How to worship: ?
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
Wants more? [[Chemistry#Tribal Recipes:]]
== '''Resources''' ==
Examples of tribes in Fallout canon:
https://desert-rose-fallout-13.fandom.com/wiki/Wayfarer_Tribe_Lore
<nowiki>https://fallout.gamepedia.com/Tribes</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Primitive_Tribe</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Arroyo</nowiki>
<nowiki>https://fallout.gamepedia.com/Dead_Horses</nowiki>
<nowiki>https://fallout.gamepedia.com/White_Legs</nowiki>
<nowiki>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4769851/</nowiki>
<nowiki>https://en.wiktionary.org/wiki/Wiktionary:Main_Page</nowiki>
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You are welcome to use this as reference for tribals in F13 or anything else; this is basically copied article from the remaining wayfarer stuff any who.
The Wayfarer tribe is a static headcanon primitive tribal faction written for the purposes of emulating the broad spectrum of different tribes in the Fallout universe. As primitive tribals, they must have a highly religious or mythologized view of the world in contrast to more cynical or secular worldviews held by other wastelanders. They lead simple lives, avoiding the use of modern technology due to a deep rooted taboo against it. They view the world through a mythologized lens and have an elaborate polytheistic religious system with a set of rites, rituals and traditions along with a pantheon and a society segregated into castes.
==== '''Your First Villager Character''' ====
Pick a tribal sounding name. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world. Do not use the example names, they are characters in Fallout canon.
Pick a natural looking hair color. Silver white may be tolerated. The gatherer loadout is a good starting choice as it is meant for aspiring hunters.
==== '''Roleplay Guidelines''' ====
* Follow IC and OOC guidelines. Be aware of the tribal laws.
* Remember not to use technology carelessly. Guns, defibs, etc should not be used by Wayfarer characters except in life-or-death situations. Tools may be used, as well as radios if necessary. Technology which a shaman has both blessed and given permission to use is allowed.
* Do not roleplay a low int tribal as the Grug meme. The average Wayfarer is wise, believing that the outsiders' use of technology will bring their own demise, taking pride in the superiority of their primitive, hunter-gatherer lifestyle.
* Likewise do not attempt a patois English unless you are 100% confident it will not be an offensive, low effort emulation of the Grug meme.
* Be xenophobic towards outsiders, but not isolationist like the BoS. Always put your fellow tribals in front of outsiders. You may leave the outskirts of the village, but always have a suspicious and reserved attitude.
==== '''Essential Lore Summary''' ====
As a villager, you are a member of the '''common caste'''. You represent the standard "civilian" of the Wayfarers. The '''chief''' is also a role belonging to the common caste, chiefs being chosen from the villagers. There is also the '''spiritual caste''' composed of '''druids''' and lead by the '''shaman''', and the '''warrior caste''' composed of '''hunters''' and lead by the '''headhunter'''.
The patron god of the common caste is '''Sowul''', god of the sun, justice, order and unity. If you do not wish to look into specific religious preferences, you would venerate this god. Whichever god you pick, a tribal character must not have a secular world view.
The chief has authority over you. The shaman has authority over you in regards to spiritual matters, but may be listened to with the lack of a chief. The headhunter ''does not'' have authority over the villagers, his authority only extending to his hunters.
When arriving in the village for the first time ICly it is common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, Winterhome. It is a large settlement to the north where most of the faction's NPC off-screen population dwell.
==== '''Rituals''' ====
As tribals there are often traditions passed on through ritual actions, which often evolve through time and the people performing them. These are to be considered loose guidelines, and players are encourages to change things to suit their own roleplay as it suits them.
'''Spirit Pledging:''' Can be performed by Druid, Shaman, or Chief.
# An outsider who wants to join the tribe and has spent considerable time in the village can ask to be inducted. A tribal of proper rank can begin the ritual with them. Outsiders are not told of the details of this ritual.
# The outsider submits all their items to be inspected. Clothing and other items not usable in the tribe are burnt. Some sentimental items can be kept. Useful items are taken as tribute.
# Outsider has their face painted and eats a whole datura plant. After passing out, they recount their dream.
# The tribal interprets the dream. If it is believed to be a bad omen, the leaders should be consulted on where to proceed. Otherwise, the outsider is ready to become a Spirit Pledged and enter the tribe.
# The newly pledged outsider may take a new tribal name or wait until joining a caste to do so. It is encouraged that they take a name based on their dream. The outsider also determines which of the gods they will devote themselves to.
# A feast and party are held.
'''Caste Finding:''' Can be performed by Shaman, Head Hunter, or Chief.
# When a Spirit Pledged is ready, they can decide what caste they wish to initially join. The tribal leader decides if they’ve spent a long enough time in the tribe and have followed the tribal laws and customs well enough to be accepted.
# The tribal leader takes the Spirit Pledged in private and gives them a lengthy and rigorous quiz on the Wayfarer Pantheon as well as their laws. The test should be difficult, but if the Spirit Pledged passes they get to formally name the caste they wish to join.
# It is preferred if the tribal leader giving the quiz is not of the caste the Spirit Pledge names. Either way, a leader of that caste may examine the Spirit Pledge, and decide if they will accept them or not. If they refuse, they must state why and give the Spirit Pledge a clear path to follow to eventually be accepted.
# An activity appropriate for the caste is decided as celebration, assuming the Spirit Pledge is accepted.
'''Marriage:''' Can be performed by Shaman.
# Two tribals who are in love may approach a Shaman and ask to be married. The Wayfarers allow anyone to get married and do not discriminate on gender or polyamory.
# Preparations are made, including food, drink, and decor. All Wayfarers are invited to the ceremony, and certain outsiders can be invited with the blessings of the marrying couple and at least one tribal leader.
# The Shaman starts the ceremony once everything is ready. They chant a blessing of Yabhat on the couple and ask them to exchange vows.
# After vows are exchanged, the Shaman asks if anyone present objects. An objector must declare their reasons for such, and the Shaman decides if the reasoning is valid. If it is valid, one of the marrying couple must duel the objector.
# Duels take place on equal grounds in a contained area. No armor, healing items, or herbal aids of any kind are allowed. The only weapon that may be used are bone daggers. Violating these terms results in an automatic forfeit.
# The winner of the duel decides if the loser lives or dies. If the objector loses, the marriage is granted immediately, and they must pay a humiliating price determined by the wed or face exile or execution. If the objector wins, the marriage is void.
# Assuming there are no objections, the marrying couple get their hands cut by the Shaman and joined together to symbolize their bond. Either of them may change their name to something more fitting if so desired.
# A feast and party is held in the married couple’s honor.
'''Funeral:''' Can be performed by Druid, or Shaman.
# If the deceased has made it clear they had a way they wanted to be buried and remembered, it is honored (within reason), and overrides any other step in the ritual.
# The body is stripped of its things besides its clothes, and prepared for a ritual depending on the cast it belonged to. A druid is buried close to water. A hunter is charred and tossed in a cave. A villager and Spirit Pledged is buried somewhere close to home under the sands.
# A devotee of Agon will be butchered and served to their kin. Nobody is forced to eat it, but it is believed that consuming the flesh will allow the tribal’s spirit to live on in them.
# The tribal leading the funeral calls for a blessing by Mrtyor, and asks for this soul to be taken care of. The rest of the tribe goes in a circle and recounts what they knew of the deceased, good or bad.
# It is believed that the soul will go on to the afterlife when all its earthly business is concluded, but will still linger around the village and watch over their kin.
'''Technology Blessing:''' Can be performed by Druid, or Shaman.
# A tribal comes to the Shaman with a piece of technology they wish to use. It cannot be something high tech or obviously a weapon. Something like a flashlight or a scanner of some kind.
# The Shaman uses a blade to collect blood from the tribal, stopping when they look pale. If medical complications arise, the tribal can be given some herbal remedies.
# The tribal must also choose something significant to give up for the remainder of the week. The Shaman decides if the sacrifice is significant enough. Examples range from not using two-handed weapons, fasting for the rest of the week, or not leaving the village at all.
# The sacrifice MUST be something detrimental to the character. Not using a weapon on a character that is already a pacifist, for example, is not a valid sacrifice. Breaking this sacrifice is a great shame and can result in IC and OOC punishments.
# When a valid sacrifice is made, the Shaman paints runes on the technology and shouts for Kwer to bless it. The tribal may now use this tech for the rest of the week, or until the paint comes off.
'''Hunter’s Quest:''' Can be performed by Head Hunter.
# A hunter wishing to prove themselves or be forgiven for a grievous insult may elect to go on the Hunter’s Quest under supervision of the Head Hunter. The hunter forgoes their backpack, but are allowed to carry anything else they can use.
# A beast is selected for the hunter to kill by themselves. Default is a deathclaw. The type of beast and quantity that must be killed can be varied by the Head Hunter. Another tribal with a lens can watch the hunter, ensuring they do not die, but cannot intervene otherwise.
# Upon slaying the beast(s), the hunter brings them back to the village to then be butchered and used for food and materials. The hunter is not permitted to have any products of the beast under these circumstances.
# The hunter praises Wehros for their bounty, and earns the respect of the tribe.
'''Gatherer’s Quest:''' Can be performed by Chief.
# A villager wishing to prove themselves or be forgiven for a grievous insult may elect to on the Gatherer’s Quest under supervision of the Chief. The villager empties themselves of materials and nonessential tools before starting.
# A timer is set, defaulting twenty minutes. The villager goes as quickly as they can to collect a stack of 50 leathers and return to the village in this time. The material and the amount of it can be varied by the Chief.
# If the villager completes the quest, they praise Wergos, Wehros, and/or Sowul for their skills, and earn the respect of the tribe.
== '''Societal Structure''' ==
The society of the Wayfarer tribe is vaguely akin to traditional societies of the world. That being said, they do not have a specific cultural inheritance as they are not descendants of any modern traditional culture. They are merely descendants of vault dwellers that have managed to survive through a simpler way of life. Through their experiences a specific order in their society has emerged which can be categorized into three castes: the common, spiritual and warrior caste.
==== '''Castes''' ====
The '''common caste''' represents the common folk of the tribe, the civilians. Although they do not have as many duties as the other castes, they compose the most of the Wayfarer demographic. The chief is picked out of the common caste as even though they are expected to be a formidable warrior, they are also expected to have a status among the civilians and have notable social skills. The patron god of this caste is Sowul.
The '''spiritual caste''' represents the spiritually inclined. They are the smallest portion of Wayfarer demographics. They dedicate their lives to venerating the gods, often worshiping multiple deities. They indulge in the rites and rituals. They care for the bodies and souls of not just them, but their fellow kin around them. They are people of great wisdom and they have an outstanding knowledge of the natural world, or whatever is left of it within the wasteland. They are the deepest believers and adherence to the rituals is imperative to them. The patron goddess of this caste is Roda.
The '''warrior caste''' represents the hunters of the tribe. They are the tribe’s providers, as well their physical security. They are tribals who have been born into the tribe, trained to wield their traditionally primitive arsenal often even from their early youth. They are recruited from the common caste when the headhunter recognizes their physical prowess or potential capability in combat. They are the driving force of the hunt, which is a ritual in and of itself. The patron god of this caste is Wihros.
==== '''General Roles''' ====
The '''villager''' is the basic civilian role in the tribe. It is one of the tribal roles that is not whitelisted. It comes with the following loadouts: Gardener, Gatherer, Mender, Craftsman, Trader. The mender or gardener may be considered an initiate to the spiritual caste while the gatherer may be considered an initiate to the warrior caste, though this does not have to be the case.
The '''druid''' is a dedicated follower of the gods. They represent a sort of priesthood of the tribe. Usually picked from the menders and gardeners of the tribe, they deal with spiritual matters as well as care for the health and well being of their fellow tribe-kin. They do not hold religious authority, but they are capable of performing some rituals. They have the authority to pledge an outsider (make them spirit-pledged), but they cannot perform the initiation.
The '''hunter''' is the basic armed tribal role. Their lives revolve around the traditions of the hunt. Unlike the members of the common caste, the hunters will most often be performing tasks outside of the village. They are subordinate to the headhunter and they do not hold any authority. A hunter does not outrank a villager.
The '''spirit-pledged''' are the outsider initiates. They have decided to leave the secular, outlander lifestyle for the simplistic Wayfarer ways. They are still learning the taboos, rites and traditions of the tribals. For an outsider to be initiated into the village, they must first pass through this trial period, pledging their life to the tribe before the spirits. After the kin are satisfied, the spirit-pledged may be initiated into the tribe. Although pledging may be done by a druid, a shaman must be present for an initiation. They do not belong to any caste and every tribal has authority over them.
==== '''Authority''' ====
Power is the ability to accomplish an authorized goal. Authority is the power to make decisions and the legitimacy to make such legal decisions and order their execution. The chief of the village is the ultimate authority of the village in regards to worldly matters. This excludes spiritual matters as those fall under the authority of the shaman. Due to the religious nature of the primitive tribals, authority is shared between the chief and the shaman as the shaman may extend his spiritual authority to intervene in the chief’s decisions if his decision will undoubtedly lead to a disrespect of the rites and traditions. The headhunter, although currently considered a leadership role, does not hold any authority other than towards his hunters. The warrior caste serves the spiritual and common castes and as such even the headhunter is subordinate to the common villager, to an extent of common sense. On the other hand, it will be the spiritual duty of the villagers to offer their utmost respect towards the hunters as they are the providers, indulging in the Great Hunt to sustain the village.
==== '''Leadership Roles''' ====
The '''chief''' is the role to represent the highest authority within the village for worldly/non-spiritual matters and the representative of the tribe to the external world. They will often deal with diplomatic matters and be the final say in resolving internal conflicts. Their most important duty is to uphold the tribal laws and ensure the long term well being of their kin. A chief character does not have to be literate, but must know the tribal laws by heart (obviously, you do not have to know the laws by heart OOCly, keep the wiki page open while you play). A chief character would venerate Sowul.
The '''shaman''' is the role to represent religious authority. They are the highest authority for spiritual matters and are trusted to interpret the will of the gods. They are the central figure of the traditional ritual and they are the strongest link between the living and their ancestors. A shaman is expected to venerate many of the gods, especially Roda, the patron goddess of their caste.
The '''headhunter''' is the leader of the hunters. He does not have any authority outside of his caste. He represents the warrior caste in front of the chief and the rest of the tribe. Unlike the shaman, he is subordinate to the chief. His authority extends to commanding the hunters during the hunt and if it comes to it, during the defense of the tribe against the threat of the outsider.
== '''Tribal Laws''' ==
On Authority
# The word of the chief is final for worldly matters. If the chief’s order breaches the law they may be tried by the Elders.
# The word of the shaman is final for spiritual matters. The chief must not interfere with spiritual matters through his authority. The shaman may advise the chief on worldly matters based on spiritual authority. If the shaman abuses the trust of the chief and kin, they may be tried by the Elders.
# The headhunter leads the hunters, representing the warrior caste to the tribe. He is subordinate to the chief. He does not have authority outside the warrior caste.
# With the absence of the chief or shaman, the druid’s word outweighs the villager’s and the villager’s outweighs the hunter’s.
# You must follow the orders of your superiors, the morality and legality of their orders are under their responsibility.
# On The Kin
# You shall not abandon your kin.
# You shall not harm your kin, unless in defence.
# You shall not harm in vain.
# You shall not steal.
# You shall not break taboos, unless in ritual, with a purpose.
# On The Outsider
# An Outsider may be brought into the village only with the allowance of the chief or with the blessing of the shaman, unless a druid is present for the purposes of pledging.
# No Outsider may carry guns in the village.
# If an Outsider copulates with our kin, they must marry into the tribe.
# On Liberty
# You shall not deprive anyone of their personal freedom.
# You shall not subordinate your freedom to any person.
# On Punishment
# The chief or shaman in his absence may try the kin. The elders may try the chief and the shaman.
# The offenders of the law may be shamed, beaten, whipped, cut, choked, ritually mutilated, poisoned, impaled, crossed, burned, delimbed, butchered, decapitated. They may also be exiled, temporarily or permanently, which is the greatest shame.
# If all parties agree, they may indulge in trial by combat. It is dishonorable to butcher the wounded.
== '''IC Guidelines''' ==
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based on.
The Wayfarers are bilingual, speaking their ancestral Wayfarer language along with English which they picked up from assimilating the tribes they encountered historically through their migrations along the Rio Grande. They may speak proper English, but they also may speak a sort of patois.
The Wayfarer tribals, like primitive tribals in the early Fallout games, do not use technology. This is not due to a lack of intelligence. The Wayfarers are a wise people and they choose not to indulge in the use of technology due to their beliefs. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end.
The tribe harbors a strong sense of kinship among the fellow tribals, one of their greatest strengths historically being their unity under difficult circumstances. The outsiders, although seemingly friendly, always are the bringers of evil. They are usually greedy, selfish and cursed. You may associate with the outsiders if the end goal is to get them to accept our ways, but it is imperative that you always put your kin in front of some outsider.
Do not use medicines you know do not come from nature - outsider chems are poisons.
Slavery is not tolerated under any circumstance. The Wayfarer does not bow down to some arrogant oppressor but also, in a position of authority, will not deprive anyone of their personal freedom.
== '''OOC Guidelines''' ==
Do not break the taboo of technology without valid IC reasoning. Use of guns, defibs, headsets or radios for their intended purpose does not have valid IC reasoning unless in dire, life threatening, dramatic circumstances that would lead your character to abandon all of their ideals. Use of technology in rituals is allowed as long as it is done in accordance to the lore.
Do not roleplay low effort, low int depictions of tribals. Emulating the Grug meme is not acceptable. The average Wayfarer is supposed to be wise, not stupid.They are proud of their wisdom in comparison to the Outsiders, who only look at the short term. From the Wayfarer perspective, the technology the Outsiders insist on using has led to the great Calamity, and the persistent use of it will ultimately bring humanity’s final end. That being said, low int characters that are thoroughly roleplayed may be allowed - though we may ask you to cut down on it if it becomes a trend. They also may not assume leadership roles, nor a high standing in Wayfarer society.
Likewise writing in patois does not mean write in caveman speak. “Unga bunga hit rock with wife.” and alike are examples of caveman speak. If you cannot roleplay a distinctive, high effort patois English, do not do so. An example of a good patois is Sulik’s dialogue from Fallout 2.
Do not overdo interactions with outsiders. Do not put the lives of outsiders in front of your kin. The Wayfarer tribe is isolationist at heart and the unity of the tribe, along with the well being of all your kin, always come first. All Wayfarers characters should have a suspicious attitude towards outsiders and although exceptions can be made if thoroughly roleplayed, the xenophobic attitude must be a norm. Ultimately, interactions as well as friendships with outsiders are valid if they are done in moderation, or if the end goal is to have them brought into the tribe, either through the ritual of marriage or through initiation.
== '''History''' ==
==== '''Shortened Summary''' ====
The Wayfarer tribe originated from Vault 47 on the outskirts of Austin, Texas. It was a special purpose vault, designed with an infrastructure to support large scale experiments. A portion of the vault’s population were researchers from the University of Texas at Austin, which were employed by Vault-Tec to use human study groups for experimental research. The Wayfarers are descendants of that study group. It was a multi generational experiment designed to put emergent societal behavior theories to the test, as well as some linguistic theories. The study group was taught a certain language and put under conditions that would encourage a mythologized view of the world. The Wayfarer culture is a consequence of this experimentation.
In the year 2127 the enclosure could no longer support the study group’s population, which prompted the study group to riot. Not much is known about these events, but during the uprising the nuclear fission reactor that powered the vault was disabled, rendering the vault uninhabitable. There are no known survivors of the study group’s uprising, besides the tribe itself. In the following years they looted the vault of all supplies they could bring along and set foot westwards into the desert, following the sun as it set. They come across the Rio Grande, when they begin following the river bed upstream, accommodating to a semi nomadic lifestyle and assimilating smaller tribal settlements along the way. They eventually reach the source of the river on Canby mountain, where they establish Winterhome, the first permanent Wayfarer settlement in 2151.
==== '''Deep Lore''' ====
DISCLAIMER: Portions of the following knowledge are meta and as such are not available to the Wayfarers, and neither would they believe or care to believe this knowledge if told. Most of it was uncovered by Follower researchers through the attempted study of the Wayfarer language, which suspiciously did not seem to have an explicable origin. They tied their language to a set of Vault-Tec research documents uncovered at the now abandoned Vault site, which was left uninhabitable by a nuclear disaster with the Vault’s fission reactor.
The Wayfarer tribe are descendants of a portion of the dwellers of Vault 47, a special purpose Vault inhabited by researchers for the purposes of experimentation. The Vault was built on the outskirts of Austin for the main purpose of housing university staff and academia of the University of Texas at Austin. Prior to the war, Vault-Tec had channeled heavy investments into the university and held a well developed partnership, with a lot of professors employed on the development of whatever technology was needed and with students being given internship opportunities. As the first bombs began to fall, the Vault numbered 389 individuals of which 292 were students and their families who could afford nuclear insurance and 92 were commissioned researchers who were given significant benefits to pay off their spot, while their employment would continue under Vault-Tec within unspecified circumstances. Vault 47 had a specifically designed infrastructure of which the most notable features were a set of offices, laboratories and even classrooms for the partial continued work of the university and an entirely vacant, separate series of rooms with surveillance, intended for experimental use. This area was unusually large and its existence was classified, known only to the participants of project “Rat pen”. The rooms were mostly white and padded, with a specific storage area for props.
Project “Rat pen”, originally conceived as a thought experiment, was considered the next logical step to animal experimentation. With the escalated general abandoning of morality as the nuclear war was approaching, the execution of the experiment would become closer to reality. The purpose of the project was to shed light on the instinctive emergence of human societal behavior and the development of societal order under certain upbringings and influences. Only a portion of the commissioned researchers participated in the project. The experiment was obviously planned years earlier within Vault-Tec as the Vault supported infrastructure for its execution.
The first test subject was introduced into the environment on the 4th of September 2081. It was the first child born in the Vault. The child was cared for by the researchers posing as medical staff for a certain period of time before it was reported dead to the parents. Vault 47 was powered by a nuclear fission reactor and a malfunction was staged by the project researchers to provide an explanation to the alleged deaths of their offspring. They claimed that the radiation stalled child development during pregnancy which diminished the chance of the babies’ survival. The test group of the first experiment was finally assembled in 2086, numbering 62 individuals of similar age. Scientifically, project “Rat pen” would have been a successful endeavor if it weren’t for the fact it also caused the end of the Vault.
Not many details are known about the inner workings of the experiment. The test subjects were taught proto-Indo-European, the theorized common ancestor of the Indo-European language family whose proposed features have been derived by linguistic reconstruction from documented Indo-European languages. The purpose of this was to test how the academically theorized language would fare under realistic conditions. They were also influenced in some way to accept a polytheistic religious system which eventually evolved into a very elaborate structure of deities which in turn influenced the structure of their society. The test subjects initially began accepting the language as it was taught to them but since the researchers were not as present as a natural parent would be in natural circumstances, the test subjects could not accept the more convoluted nuances of the language. Instead, they’ve formed a creole of their own, with similar phonetic features to proto-Indo-European but a grammar more akin to modern languages. The state of their religious beliefs during the experiment is unknown, as their mythologized worldview developed and evolved through time (and through the blending of cultures the tribe would come across and assimilate along the way) into a complex system of deities.
In the year 2127 the population of the test group exceeded 600, a number for which the test site was not designed. The test group suffered from overpopulation, and the conditions under which they were forced to live, which were already poor, had plummeted. This was partly due to most of the original researchers retiring, the project being heavily understaffed as it was replaced by the next, less numerous generation of researchers. The exact events of the uprising are unknown but the tribals managed to get the reactor to malfunction, rendering the Vault uninhabitable. It is assumed that none of the researchers survived, though this may not be the case. The tribals did not intend to stay in the Vault anyway, as they’ve had enough of their freedom being restricted.
Powered by the supplies that they salvaged from the Vault, the tribe set foot towards the west, following the Sun and it’s trajectory as it set. Their path over the desert was difficult, but the conditions under which they lived during the experiment were worse, and they were physically more than capable of traversing it. They eventually reached the Rio Grande, deciding to follow the river upstream. From this point they slowed down their movement, living more semi nomadically. They had met numerous tribes along the way, assimilating them. Through these assimilations were they first introduced to the English language, the English name of the tribe originating from this era (in the perspective of the assimilated tribes, they were Travelers, thus Wayfarers). They were in no rush, reaching the source of the Rio Grande in Canby Mountain through the course of several decades. The first Wayfarer permanent settlement there would be established in 2151, known to us in English as Winterhome.
The Wayfarers of Yuma arrived there going downstream the river of Colorado decades before the Legion had reached the river. They lived on the banks of the river in the semi nomadic fashion until the Legion occupied the area east of the river, when they were forced to form a permanent settlement within the rocks of a sort of mountain or rock formation. They remain entrenched there to this day, using the west bank of the Colorado river to travel to keep contact with Winterhome, their permanent settlement.
== '''Religion''' ==
The Wayfarers worship a set of deities, who represent various aspects of life and survival in the wasteland. Some deities have a perceived greater importance than others, but most Wayfarers will have one that they personally worship more than the others. To neglect a deity, or to fail to even pay homage to one on occasion, is seen as tempting the wrath of the gods and it is strongly encouraged that all Wayfarers make an active effort in praising their deities to a satisfactory level.
==== '''Sowul''' ====
* God of the Sun, Unity, Justice and Order, Desert, Suffering and Pain
* The rooster headed six winged boar god
* Patron god of the Common caste
* Husband of Yabhat
How to worship: Be true to your word. Be true to your kin, make sure nothing stands in the path between you and the tribe’s collective unity. Endure a great pain, physical or spiritual. Forgive a well-meaning kin or outsider. Uphold someone’s liberty. Draw upon the legacy of your ancestors.
==== '''Wihros''' ====
* God of the Hunt, Shadows, Travel, Foraging
* The wolf with three heads, left of a lion, right of a bear
* Patron god of the Warrior caste
* Son of Sowul and Yabhat
How to worship: Ritually indulge in Hunts. Provide the spoils of the hunt for your kin. Rid the wastes of abominations like deathclaws and centaurs. Speak little to outsiders. Hide yourself to those who are not your kin, unless they prove worthwhile.
==== '''Roda''' ====
* Goddess of Nature, Earth, Healing, Wisdom, Written Word
* The elk with seven legs and two heads
* Patron goddess of the Spiritual caste
* Daughter of Yabhat and Sowul
How to worship: Practice the writing of runes. Practice the sacred rites, traditions and rituals. Teach your kin something new. Prepare medicines to heal physical wounds. Meditate on how to heal spiritual wounds. Speak words that are true when it is inconvenient. Listen instead of speaking, when the time is right for it.
==== '''Kwer''' ====
* God of Technology, Disease, Radiation, Rebirth, The Serpent biting its tail
* The flying serpent endlessly devouring its tail
* Brother of Wergos
How to worship: Use a machine spirit in a ritual manner. Sacrifice a machine spirit. Worship technology.
==== '''Yabhat''' ====
* Goddess of the Moon, Fertility, Animal Husbandry and Gardening, Rain
* The young girl shapeshifting into an osprey
* Wife of Sowul and mother of Roda
How to worship: Plant and harvest good crops. Brew and share a drink with someone. Pet and praise the livestock when they are not being worked. Raise children. Practice love.
==== '''Wergos''' ====
* God of Diligence, Crafts and Labors, Rock and Iron, Thunder and Lightning
* The turtle standing on its hind legs, with a gem-bedazzled shell
* Father of Bhertis and brother of Kwer
How to worship: Stay true to your craft. Shun laziness, be diligent. Sing a working song while you labor. Build and repair shelters for your kin. Be ready to build a defense. Make weapons and armor for your kin. Pursue a craft.
==== '''Bhertis''' ====
* Goddess of Fortune, Trickery, Foresight, Witchcraft, Curses, Temptation
* Daughter of Wergos
How to worship: Produce a good that can be sold. Leave an extra offering when finishing a trade deal. Bring outside goods to be blessed, and shared with your kin. Exploit the foolishness of an outsider when it will not lead to serious harm. Gather foresight from spiritual kin. Trick an outsider into joining the tribe.
==== '''Agon''' ====
* God of Humility, Filth, Cannibalism, The Destroyer
* The warlock shapeshifting into a decayed, bipedal deer
How to worship: Live an ascetic life. Disregard the corporeal for spiritual ascension. Achieve absolute humility through immersion in filth. Practice pacifism. Consume decayed human flesh.
==== '''Ghostis''' ====
* God of Hospitality, Protection, War of Defence, Songs and Oral Tradition
How to worship: Always be hospitable towards outsiders in need, but not foolish. Throw feasts when the harvest is good. Ward off unwanted guests. Be ready to give your life for the defense of your kin against all the outsiders who plot against you. Sing stories to your kin and outlanders.
==== '''Mrtyor''' ====
* Goddess of Death, Souls, Ancestors, Crows and Ravens, the Other World,
* Widow-goddess
How to worship: Perform funeral rites. Remember the Fallen and Ancestors. Commune with the Ancestors, the spirits and other magical beings. Perform rituals and blessings. Protect the burial grounds.
Below this one is a non-canon wayfarer god,
==== '''Noqtis''' ====
* Goddess of Purple
* Purple-Plant-Goddess
How to worship: ?
== '''Gameplay Tips''' ==
In order to increase the success chance of surgery to match proper surgery equipment, splash alcohol on the <s>victim</s> patient. This should sanitize the tools and crank up the surgery success chance up to a 100%.
Left-4-Zed Tribal Edition/reactive compost: Compost, Mutjuice, Datura Tea.
Enduro Grow Tribal Edition/fortifying compost: Compost, Yucca Juice, Tato Juice.
Saltpetre Tribal Edition/alacritous compost: Compost, Ash, Punga Juice.
Stabilizing Compost/Stabilizing Compost: Compost, Honey, Milk.
Wants more? [[Chemistry#Tribal Recipes:]]
== '''Resources''' ==
Examples of tribes in Fallout canon:
https://desert-rose-fallout-13.fandom.com/wiki/Wayfarer_Tribe_Lore
<nowiki>https://fallout.gamepedia.com/Tribes</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Primitive_Tribe</nowiki>
<nowiki>https://fallout.fandom.com/wiki/Arroyo</nowiki>
<nowiki>https://fallout.gamepedia.com/Dead_Horses</nowiki>
<nowiki>https://fallout.gamepedia.com/White_Legs</nowiki>
<nowiki>https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4769851/</nowiki>
<nowiki>https://en.wiktionary.org/wiki/Wiktionary:Main_Page</nowiki>
b652b763023c1d7fd7f2ab52326b682a6ba3eca4
Drinks
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6
29
2023-08-31T21:22:40Z
OliOliOnsiPree
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newpagenewyou
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Note to self all the drinks from this page will be exclusive on this page, rest please follow this page from TG. https://github.com/Afterglow-Ss13/afterglow-ss13/blob/master/code/modules/food_and_drinks/recipes/drinks/drinks_fallout.dm https://tgstation13.org/wiki/Guide_to_drinks
618bb5b4b1443412a833c758d086c0551f4af3ae
Afterglow Blacksmithing
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7
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2023-09-03T21:05:50Z
OliOliOnsiPree
2
Created page with "Foreword: Hi, welcome to the info about blacksmithing! I'm a big lazy, so feel free to add images or simillar stuff that might be missing to this! === The Blacksmithing skill === Blacksmithing uses a special skill for its actions, which has ''20'' levels, starting at ''200'' xp needed, increasing by ''100'' xp needed per level.<br> You gain ''25'' xp per failed smithed item and ''50'' per finished one.<br> Leveling it up gains you a variety of effects: * It increases st..."
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text/x-wiki
Foreword: Hi, welcome to the info about blacksmithing! I'm a big lazy, so feel free to add images or simillar stuff that might be missing to this!
=== The Blacksmithing skill ===
Blacksmithing uses a special skill for its actions, which has ''20'' levels, starting at ''200'' xp needed, increasing by ''100'' xp needed per level.<br>
You gain ''25'' xp per failed smithed item and ''50'' per finished one.<br>
Leveling it up gains you a variety of effects:
* It increases starting quality when placing an ingot on the anvil by half your skill level.
* It reduces time for each step depending on your level.
* It increases your chance to make an artifact item depending on your skill level.
* It reduces your fail chance depending on your level.
Gaining more levels becomes more and more of a chore the higher it gets, but the buffs this grants is quite useful.
=== Things you need to begin smithing: ===
* An anvil, made via the crafting tab (misc category), or ordered via cargo. Certain deities may also grant you access to anvils
* A furnace, made in the same way as the anvil, though you cannot order these via cargo
* A steady supply of welding fuel (unless you have [[Blood Cult|somehow]] [[Clockwork Cult|acquired]] a infinite furnace)
* A hammer, made via Blacksmithing, or the tools tab in the crafting menu for a very bad starting one.
* Ingots. A ton of them. Made via using a material stack inhand. Most materials can be crafted into ingots, try for yourself!
* Some wood for sword handles / sticks (made via the crafting menu, misc tab)
* (Optional): A beverage of your choice. Preferably Manly Dorf.
=== Now, with all this, how DO you smith? ===
# (if required) fuel the furnace with welding fuel, by using any reagent container (including welding tools) on it
# use the cold ingot on the furnace
# use the now heated ingot on the anvil
# Use your hammer on the anvil, select the '''''step''''' you want, wait a bit till it finishes. Repeat till your work is finished.. or turns into slag.
# Use a stick / sword handle on the work you get from this
# Done!
==== Steps ====
There is two kinds of these:<br>
'''Progression steps:'''<br>
These get you closer to finishing your desired work, but decrease quality a bit.<br>
The steps fitting this category are: Bend, Draw, Fold, Punch, Shrink and Upset<br><br>
'''Improvement steps:'''<br>
These can be done before or inbetween Progression steps, but not after, as finishing the last progression step needed for your work will immediately finish it.<br>
They will increase the quality of your work, but strain the material and therefore increase failure chance.<br>
The steps in this category are: Weak hit, Strong hit and Heavy hit<br><br>
Here's a list of the changes these steps do:<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='50px'|Step Name
! style='background-color:#E6A500;' width='70px'|Quality change
! style='background-color:#E6A500;' width='70px'|Stress
! style='background-color:#E6A500;' width='70px'|Fail chance increase
|- style="text-align: center;"
|Progression step (any)
| -1
| +1
| 0
|- style="text-align: center;"
|Weak hit
| +1
| +1
| +5%
|- style="text-align: center;"
|Strong hit
| +2
| +2
| +9.5%
|- style="text-align: center;"
|Heavy hit
| +3
| +3
| +12.5%
|-
|}
Note that, after you have done three or more Progression steps, beginning at that step and every step after till you finish, you roll against the total fail chance and risk your precious work turning into slag.<br>
This is reduced by your blacksmithing skill, but the chance is always there<br>
Additionally, if stress ever reaches a number above 10, it will immediately slag whatever you were working on.<br><br>
'''Important note though:''' After ''each step'' the quality modifier of your hammer gets added to your current quality, which can balance out or even counter the progression step decrease - or make it worse.<br>
This generally is your hammer quality divided by 4, so a high-quality hammer is something you REALLY want to acquire.
=== Recipes and Item info ===
This is what you came here for, ain't it?<br>
Well, here, have a list of all (current) items, aswell as how they are affected by quality and their recipes:<br>
==== Item Info ====
Info on the Wielding multiplier: If this is not None, the item can be used inhand to wield it, multiplying its force by the wielding multiplier, but requiring both hands.<br>
All the other values ''should'' be self-explanatory.<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='50px'|Item name
! style='background-color:#E6A500;' width='70px'|Force
! style='background-color:#E6A500;' width='70px'|Wielding multiplier (if applicable)
! style='background-color:#E6A500;' width='70px'|Throwforce
! style='background-color:#E6A500;' width='70px'|Sharp?
! style='background-color:#E6A500;' width='140px'|Special stuff
|- style="text-align: center;"
|Prospector Pickaxe
|0
|None
|0
|Pointy
|Not actually a pickaxe, but a mining scanner. Range increases with better quality.
|- style="text-align: center;"
|Smithed Pickaxe
|15 + (quality / 2)
|None
|10
|Pointy
|Actually a pickaxe. Digging range and speed increases with quality.
|- style="text-align: center;"
|Smithed Shovel
|8 + (quality / 2)
|None
|4
|Edged
|Shovelling speed increases with quality
|- style="text-align: center;"
|Hammer
|6 + (quality / 2)
|None
|0
|Nope
|The most important item for your smithing needs! Has a quality modifier of (quality / 4), which gets applied '''every single step you perform''', able to neutralize quality loss, or make it even worse.
|- style="text-align: center;"
|Small Knife
|4 + (quality / 2)
|None
|10
|Edged
|Just a normal kitchen knife.
|- style="text-align: center;"
|Gladius
|9 + quality
|None
|0
|Edged
|
|- style="text-align: center;"
|Wakizashi
|7 + quality
|None
|0
|Edged
|Can parry! Can be renamed with a pen.
|- style="text-align: center;"
|Scimitar
|9 + quality
|None
|0
|Edged
|
|- style="text-align: center;"
|Sabre
|9 + quality
|None
|0
|Edged
|Can parry. Has 15 armor penetration.
|- style="text-align: center;"
|Rapier
|6 + quality
|None
|0
|Pointy
|Can parry. Has 30 armor penetration.
|- style="text-align: center;"
|Broadsword
|10 + quality
|1.8
|0
|Edged
|
|- style="text-align: center;"
|Zweihander
|4 + quality
|3(!)
|0
|Edged
|
|- style="text-align: center;"
|Katana
|7 + quality
|2
|0
|Edged
|Can parry! Can also be renamed with a pen.<br>
Fits in perfectly with a Fedora!
|- style="text-align: center;"
|Scythe
|13 + quality
|None
|5
|Nope
|Just like your normal scythe. Kudzu beware!
|- style="text-align: center;"
|Coghead
|6 + quality
|None
|0
|Nope
|- style="text-align: center;"
|Javelin
|10 + quality
|1.5
|20 + (quality * 2)
|Pointy
|Great for throwing! Or, you could joust with this.
|- style="text-align: center;"
|Halberd
|10 + quality
|2.5
|3.3 + (quality / 3)
|Edged
|You could joust with this...
|- style="text-align: center;"
|Glaive
|10 + quality
|2
|10 + quality
|Edged
|You could joust with this...
|- style="text-align: center;"
|Pike
|10 + quality
|1.75
|1 + (quality / 10)
|Pointy
|You could joust with this... Also has TWO tiles melee range!!
|-
|}
==== Recipes ====
Note that these are only the required steps. Improvement steps can be executed at any time before or inbetween these, though no Progression steps other than these may be executed, and only in that order.<br>
The work will immediately finish once the last Progression step still required gets performed.<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Goal Item
! style='background-color:#E6A500;' width='50px'|Step 1
! style='background-color:#E6A500;' width='50px'|Step 2
! style='background-color:#E6A500;' width='50px'|Step 3
! style='background-color:#E6A500;' width='50px'|Step 4
! style='background-color:#E6A500;' width='50px'|Step 5
|- style="text-align: center;"
|Prospector pickaxe head
|Draw
|Bend
|Punch
| /
| /
|- style="text-align: center;"
|Smithed pickaxe head
|Draw
|Draw
|Bend
|Punch
| /
|- style="text-align: center;"
|Smithed shovel head
|Draw
|Fold
|Upset
|Punch
| /
|- style="text-align: center;"
|Smithed hammer head
|Shrink
|Fold
|Punch
| /
| /
|- style="text-align: center;"
|Smithed knife blade
|Shrink
|Draw
|Draw
| /
| /
|- style="text-align: center;"
|Smithed gladius blade
|Draw
|Fold
|Fold
| /
| /
|- style="text-align: center;"
|Smithed wakizashi blade
|Draw
|Fold
|Shrink
|Fold
| /
|- style="text-align: center;"
|Smithed scimitar blade
|Draw
|Fold
|Bend
| /
| /
|- style="text-align: center;"
|Smithed sabre blade
|Draw
|Draw
|Shrink
|Fold
| /
|- style="text-align: center;"
|Smithed rapier blade
|Shrink
|Draw
|Fold
|Draw
| /
|- style="text-align: center;"
|Smithed broadsword blade
|Draw
|Fold
|Upset
|Fold
| /
|- style="text-align: center;"
|Smithed zweihander blade
|Upset
|Draw
|Fold
|Shrink
|Fold
|- style="text-align: center;"
|Smithed katana blade
|Fold
|Fold
|Fold
|Fold
|Fold
|- style="text-align: center;"
|Smithed scythe head
|Bend
|Draw
|Fold
| /
| /
|- style="text-align: center;"
|Smithed coghead club head
|Bend
|Shrink
|Fold
| /
| /
|- style="text-align: center;"
|Smithed javelin head
|Draw
|Bend
|Fold
| /
| /
|- style="text-align: center;"
|Smithed halberd head
|Draw
|Upset
|Fold
|Fold
|Punch
|- style="text-align: center;"
|Smithed glaive head
|Upset
|Shrink
|Fold
|Punch
| /
|- style="text-align: center;"
|Smithed pike head
|Draw
|Draw
|Bend
|Fold
| /
|-
|}
=== Material Info ===
The type of Ingot used determines additional effects with your crafted weapon! These can effect things such as the force of your weapon, special properties added, its speed, excetera. These are the current set of modified ingots, but more might be added in the future!
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Material Name
! style='background-color:#E6A500;' width='50px'|Force Multiplier
! style='background-color:#E6A500;' width='400'|Special Stuff
|- style="text-align: center;"
|Iron
|1.0x
|N/A
|- style="text-align: center;"
|Silver
|1.0x
|Useful against vampires, and other unworldly threats!
|- style="text-align: center;"
|Gold
| .8x
|Has less delay between each attack, very good for Pickaxes and Shovels, and not much else!
|- style="text-align: center;"
|Titanium
|1.1x
|One of the earliest materials to use for a force increase, hit em' hard, soldier!
|- style="text-align: center;"
|Adamantine
|1.3x
|The strongest damage a weapon can have, it turns out the items that make golems pack a heavy punch!
|- style="text-align: center;"
|Runed Metal
|1.3x
|Only useable by a follower of Nar'Sie, its adamantine but spookier!
|- style="text-align: center;"
|Brass
|1.3x
|Can only be used by [[Clockwork Cult|followers of the true light]]
|- style="text-align: center;"
|Uranium
|1.0x
|Irradiates its foes! (And the person holding it, you should be weary of that)
|- style="text-align: center;"
|Bannanium
|1.0x
|You monster, why would you make this? Slips the target on hit, along with removing any sense of dignity you had!
|}
=== Anvils ===
Anvils determine two things:
* The starting quality your work starts at when you place a new ingot in the anvil
* The maximum quality of ''finished'' work, unless it is an artifact.
* The fail chance you start at, which starts rolling beginning at the third progression step you perform.
Here's a list of anvils and their stats:
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Anvil Name
! style='background-color:#E6A500;' width='50px'|Starting Quality
! style='background-color:#E6A500;' width='50px'|Starting Fail chance
! style='background-color:#E6A500;' width='50px'|Maximum Quality
! style='background-color:#E6A500;' width='80px'|Special Stuff
|- style="text-align: center;"
|Debug Anvil
|10
|0%
|1001
|A debug Anvil. Will never cause failures due to fail chance, though Stress can still cause them.
|- style="text-align: center;"
|Table Anvil
| -2
|5%
|0
|Has a chance to break apart after every step. Good luck.
|- style="text-align: center;"
|Sandstone brick anvil
| -1
|5%
|2
|
|- style="text-align: center;"
|Slab of bronze
| -0.5
|5%
|2
|
|- style="text-align: center;"
|Basalt brick anvil
| -0.5
|5%
|4
|
|- style="text-align: center;"
|Anvil
|0
|5%
|6
|Pretty good anvil. You can order these at cargo for a bunch of credits.
|- style="text-align: center;"
|Brass anvil
|1
|5%
|8
|Can only be used by [[Clockwork Cult|followers of the true light]]
|- style="text-align: center;"
|Runic Anvil
|1
|5%
|8
|Can only be used by [[Blood Cult|blood cultists]]
|-
|}
=== Artifacts ===
Sometimes, hardworking blacksmiths create exceptionally powerful weapons, so-called Artifacts, the stuff legends are made of. You will notice when you achieve this, trust me.<br>
Artifacts can possess tremendous power, especially in the hands of a experienced smith, often being far more powerful than that anvil, or any this-worldly anvil really, would allow.<br>
Honing your skills may bring you closer to obtaining one, though they are incredibly rare regardless.
70b55401fd913c72b51d0c49bd033effe828b883
32
30
2023-09-04T02:20:42Z
OliOliOnsiPree
2
/* Artifacts */
wikitext
text/x-wiki
Foreword: Hi, welcome to the info about blacksmithing! I'm a big lazy, so feel free to add images or simillar stuff that might be missing to this!
=== The Blacksmithing skill ===
Blacksmithing uses a special skill for its actions, which has ''20'' levels, starting at ''200'' xp needed, increasing by ''100'' xp needed per level.<br>
You gain ''25'' xp per failed smithed item and ''50'' per finished one.<br>
Leveling it up gains you a variety of effects:
* It increases starting quality when placing an ingot on the anvil by half your skill level.
* It reduces time for each step depending on your level.
* It increases your chance to make an artifact item depending on your skill level.
* It reduces your fail chance depending on your level.
Gaining more levels becomes more and more of a chore the higher it gets, but the buffs this grants is quite useful.
=== Things you need to begin smithing: ===
* An anvil, made via the crafting tab (misc category), or ordered via cargo. Certain deities may also grant you access to anvils
* A furnace, made in the same way as the anvil, though you cannot order these via cargo
* A steady supply of welding fuel (unless you have [[Blood Cult|somehow]] [[Clockwork Cult|acquired]] a infinite furnace)
* A hammer, made via Blacksmithing, or the tools tab in the crafting menu for a very bad starting one.
* Ingots. A ton of them. Made via using a material stack inhand. Most materials can be crafted into ingots, try for yourself!
* Some wood for sword handles / sticks (made via the crafting menu, misc tab)
* (Optional): A beverage of your choice. Preferably Manly Dorf.
=== Now, with all this, how DO you smith? ===
# (if required) fuel the furnace with welding fuel, by using any reagent container (including welding tools) on it
# use the cold ingot on the furnace
# use the now heated ingot on the anvil
# Use your hammer on the anvil, select the '''''step''''' you want, wait a bit till it finishes. Repeat till your work is finished.. or turns into slag.
# Use a stick / sword handle on the work you get from this
# Done!
==== Steps ====
There is two kinds of these:<br>
'''Progression steps:'''<br>
These get you closer to finishing your desired work, but decrease quality a bit.<br>
The steps fitting this category are: Bend, Draw, Fold, Punch, Shrink and Upset<br><br>
'''Improvement steps:'''<br>
These can be done before or inbetween Progression steps, but not after, as finishing the last progression step needed for your work will immediately finish it.<br>
They will increase the quality of your work, but strain the material and therefore increase failure chance.<br>
The steps in this category are: Weak hit, Strong hit and Heavy hit<br><br>
Here's a list of the changes these steps do:<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='50px'|Step Name
! style='background-color:#E6A500;' width='70px'|Quality change
! style='background-color:#E6A500;' width='70px'|Stress
! style='background-color:#E6A500;' width='70px'|Fail chance increase
|- style="text-align: center;"
|Progression step (any)
| -1
| +1
| 0
|- style="text-align: center;"
|Weak hit
| +1
| +1
| +5%
|- style="text-align: center;"
|Strong hit
| +2
| +2
| +9.5%
|- style="text-align: center;"
|Heavy hit
| +3
| +3
| +12.5%
|-
|}
Note that, after you have done three or more Progression steps, beginning at that step and every step after till you finish, you roll against the total fail chance and risk your precious work turning into slag.<br>
This is reduced by your blacksmithing skill, but the chance is always there<br>
Additionally, if stress ever reaches a number above 10, it will immediately slag whatever you were working on.<br><br>
'''Important note though:''' After ''each step'' the quality modifier of your hammer gets added to your current quality, which can balance out or even counter the progression step decrease - or make it worse.<br>
This generally is your hammer quality divided by 4, so a high-quality hammer is something you REALLY want to acquire.
=== Recipes and Item info ===
This is what you came here for, ain't it?<br>
Well, here, have a list of all (current) items, aswell as how they are affected by quality and their recipes:<br>
==== Item Info ====
Info on the Wielding multiplier: If this is not None, the item can be used inhand to wield it, multiplying its force by the wielding multiplier, but requiring both hands.<br>
All the other values ''should'' be self-explanatory.<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='50px'|Item name
! style='background-color:#E6A500;' width='70px'|Force
! style='background-color:#E6A500;' width='70px'|Wielding multiplier (if applicable)
! style='background-color:#E6A500;' width='70px'|Throwforce
! style='background-color:#E6A500;' width='70px'|Sharp?
! style='background-color:#E6A500;' width='140px'|Special stuff
|- style="text-align: center;"
|Prospector Pickaxe
|0
|None
|0
|Pointy
|Not actually a pickaxe, but a mining scanner. Range increases with better quality.
|- style="text-align: center;"
|Smithed Pickaxe
|15 + (quality / 2)
|None
|10
|Pointy
|Actually a pickaxe. Digging range and speed increases with quality.
|- style="text-align: center;"
|Smithed Shovel
|8 + (quality / 2)
|None
|4
|Edged
|Shovelling speed increases with quality
|- style="text-align: center;"
|Hammer
|6 + (quality / 2)
|None
|0
|Nope
|The most important item for your smithing needs! Has a quality modifier of (quality / 4), which gets applied '''every single step you perform''', able to neutralize quality loss, or make it even worse.
|- style="text-align: center;"
|Small Knife
|4 + (quality / 2)
|None
|10
|Edged
|Just a normal kitchen knife.
|- style="text-align: center;"
|Gladius
|9 + quality
|None
|0
|Edged
|
|- style="text-align: center;"
|Wakizashi
|7 + quality
|None
|0
|Edged
|Can parry! Can be renamed with a pen.
|- style="text-align: center;"
|Scimitar
|9 + quality
|None
|0
|Edged
|
|- style="text-align: center;"
|Sabre
|9 + quality
|None
|0
|Edged
|Can parry. Has 15 armor penetration.
|- style="text-align: center;"
|Rapier
|6 + quality
|None
|0
|Pointy
|Can parry. Has 30 armor penetration.
|- style="text-align: center;"
|Broadsword
|10 + quality
|1.8
|0
|Edged
|
|- style="text-align: center;"
|Zweihander
|4 + quality
|3(!)
|0
|Edged
|
|- style="text-align: center;"
|Katana
|7 + quality
|2
|0
|Edged
|Can parry! Can also be renamed with a pen.<br>
Fits in perfectly with a Fedora!
|- style="text-align: center;"
|Scythe
|13 + quality
|None
|5
|Nope
|Just like your normal scythe. Kudzu beware!
|- style="text-align: center;"
|Coghead
|6 + quality
|None
|0
|Nope
|- style="text-align: center;"
|Javelin
|10 + quality
|1.5
|20 + (quality * 2)
|Pointy
|Great for throwing! Or, you could joust with this.
|- style="text-align: center;"
|Halberd
|10 + quality
|2.5
|3.3 + (quality / 3)
|Edged
|You could joust with this...
|- style="text-align: center;"
|Glaive
|10 + quality
|2
|10 + quality
|Edged
|You could joust with this...
|- style="text-align: center;"
|Pike
|10 + quality
|1.75
|1 + (quality / 10)
|Pointy
|You could joust with this... Also has TWO tiles melee range!!
|-
|}
==== Recipes ====
Note that these are only the required steps. Improvement steps can be executed at any time before or inbetween these, though no Progression steps other than these may be executed, and only in that order.<br>
The work will immediately finish once the last Progression step still required gets performed.<br>
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Goal Item
! style='background-color:#E6A500;' width='50px'|Step 1
! style='background-color:#E6A500;' width='50px'|Step 2
! style='background-color:#E6A500;' width='50px'|Step 3
! style='background-color:#E6A500;' width='50px'|Step 4
! style='background-color:#E6A500;' width='50px'|Step 5
|- style="text-align: center;"
|Prospector pickaxe head
|Bend
|Fold
|Shrink
| /
| /
|- style="text-align: center;"
|Smithed pickaxe head
|Bend
|Fold
|Fold
|/
| /
|- style="text-align: center;"
|Smithed shovel head
|Draw
|Upset
|Upset
|/
| /
|- style="text-align: center;"
|Smithed hammer head
|Bend
|Fold
|Punch
| /
| /
|- style="text-align: center;"
|Smithed knife blade
|Bend
|Shrink
|Draw
| /
| /
|-
|Smithed Crowbar
|Bend
|Bend
|Bend
|
|
|- style="text-align: center;"
|Smithed gladius blade
|Draw
|Fold
|Fold
| /
| /
|- style="text-align: center;"
|Smithed wakizashi blade
|Draw
|Fold
|Shrink
|Fold
| /
|- style="text-align: center;"
|Smithed sabre blade
|Draw
|Draw
|Shrink
|Fold
| /
|- style="text-align: center;"
|Smithed rapier blade
|Shrink
|Draw
|Fold
|Draw
| /
|- style="text-align: center;"
|Smithed broadsword blade
|Draw
|Fold
|Upset
|Fold
| /
|- style="text-align: center;"
|Smithed zweihander blade
|Upset
|Draw
|Fold
|Shrink
|Fold
|- style="text-align: center;"
|Smithed katana blade
|Fold
|Fold
|Fold
|Fold
|Fold
|- style="text-align: center;"
|Smithed scythe head
|Bend
|Draw
|Fold
| /
| /
|- style="text-align: center;"
|Smithed coghead club head
|Bend
|Shrink
|Fold
| /
| /
|- style="text-align: center;"
|Smithed javelin head
|Draw
|Bend
|Fold
| /
| /
|- style="text-align: center;"
|Smithed halberd head
|Draw
|Upset
|Fold
|Fold
|Punch
|- style="text-align: center;"
|Smithed glaive head
|Upset
|Shrink
|Fold
|Punch
| /
|- style="text-align: center;"
|Smithed pike head
|Draw
|Draw
|Bend
|Fold
| /
|-
|Smithed Ring
|Shrink
|Shrink
|Shrink
|/
|/
|-
|Smithed Ball and Chain
|Punch
|Bend
|Upset
|/
|/
|-
|Smithed Machete blade
|Fold
|Draw
|Fold
|
|
|-
|Smithed Waki Blade
|
|
|
|
|
|-
|
|}
=== Material Info ===
The type of Ingot used determines additional effects with your crafted weapon! These can effect things such as the force of your weapon, special properties added, its speed, excetera. These are the current set of modified ingots, but more might be added in the future!
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Material Name
! style='background-color:#E6A500;' width='50px'|Force Multiplier
! style='background-color:#E6A500;' width='400'|Special Stuff
|- style="text-align: center;"
|Iron
|1.0x
|N/A
|- style="text-align: center;"
|Silver
|1.0x
|Useful against vampires, and other unworldly threats!
|- style="text-align: center;"
|Gold
| .8x
|Has less delay between each attack, very good for Pickaxes and Shovels, and not much else!
|- style="text-align: center;"
|Titanium
|1.1x
|One of the earliest materials to use for a force increase, hit em' hard, soldier!
|- style="text-align: center;"
|Adamantine
|1.3x
|The strongest damage a weapon can have, it turns out the items that make golems pack a heavy punch!
|- style="text-align: center;"
|Runed Metal
|1.3x
|Only useable by a follower of Nar'Sie, its adamantine but spookier!
|- style="text-align: center;"
|Brass
|1.3x
|Can only be used by [[Clockwork Cult|followers of the true light]]
|- style="text-align: center;"
|Uranium
|1.0x
|Irradiates its foes! (And the person holding it, you should be weary of that)
|- style="text-align: center;"
|Bannanium
|1.0x
|You monster, why would you make this? Slips the target on hit, along with removing any sense of dignity you had!
|}
=== Anvils ===
Anvils determine two things:
* The starting quality your work starts at when you place a new ingot in the anvil
* The maximum quality of ''finished'' work, unless it is an artifact.
* The fail chance you start at, which starts rolling beginning at the third progression step you perform.
Here's a list of anvils and their stats:
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Anvil Name
! style='background-color:#E6A500;' width='50px'|Starting Quality
! style='background-color:#E6A500;' width='50px'|Starting Fail chance
! style='background-color:#E6A500;' width='50px'|Maximum Quality
! style='background-color:#E6A500;' width='80px'|Special Stuff
|- style="text-align: center;"
|
|
|
|
|
|- style="text-align: center;"
|Table Anvil
| -2
|5%
|0
|Has a chance to break apart after every step. Good luck.
|- style="text-align: center;"
|Sandstone brick anvil
| -1
|5%
|2
|
|- style="text-align: center;"
|Slab of bronze
| -0.5
|5%
|2
|
|- style="text-align: center;"
|Basalt brick anvil
| -0.5
|5%
|4
|
|- style="text-align: center;"
|Anvil
|0
|5%
|6
|Pretty good anvil. You can order these at cargo for a bunch of credits.
|- style="text-align: center;"
|Brass anvil
|1
|5%
|8
|Can only be used by [[Clockwork Cult|followers of the true light]]
|- style="text-align: center;"
|Runic Anvil
|1
|5%
|8
|Can only be used by [[Blood Cult|blood cultists]]
|-
|}
=== Artifacts ===
THESE DONT APPEAR ON AFTERGLOW BUT WELL YOU CAN CERTAINLY TRY
Sometimes, hardworking blacksmiths create exceptionally powerful weapons, so-called Artifacts, the stuff legends are made of. You will notice when you achieve this, trust me.<br>
Artifacts can possess tremendous power, especially in the hands of a experienced smith, often being far more powerful than that anvil, or any this-worldly anvil really, would allow.<br>
Honing your skills may bring you closer to obtaining one, though they are incredibly rare regardless.
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